Skill Rituals: Comprehensive Rules

These are the rules for Skill Rituals, but laid out in a more friendly, easy to read way.

ENDEAVORS

Complex athletic, magical or spiritual techniques, Endeavors are slower, more complicated powers that take the place of Rituals in the game, or could also be used as a supplement to them if desired. An Arcane endeavor is called a Ritual; an Martial endeavor is called a Procedure; a Divine endeavor is called a Sacrament; a Primal endeavor is called an Awakening; a Psionic endeavor is called a Memory; a Shadow endeavor is called a Penumbra.

Regardless of the names, all heroes in Dungeons and Dragons can learn and make use of endeavors using the following rules.

Acquiring An Endeavor

•All 1st level characters begin play with one 1st level Endeavor. The Endeavor’s primary skill must be one of the class skills for the character’s class, and it must have training in that skill in order to gain that endeavor.

•Characters which would begin play with a ritual book or the use of a ritual begin play with two 1st level Endeavors instead.

•At 5th, 10th and 25th levels, the character gains an additional Endeavor of that level. The character can choose any kind of endeavor as long he or she is trained in the primary skill for that Endeavor.

•At 15th, 20th and 30th levels, the character can exchange one Endeavor it knows of a lower level with an endeavor of a higher level. At any level, the character can retrain an Endeavor, swapping one known Endeavor with another Endeavor of the same level. This counts as that character’s use of Retraining for that level.

•There are 7 levels of Endeavors: 1st level Endeavors, 5th level Endeavors, 10th level Endeavors, 15th level Endeavors, 20th Level Endeavors, 25th level Endeavors and 30th level Endeavors. Endeavors come in either Encounter or Daily varieties – there are no At-Will Endeavors.

•Whenever a character might gain a free ritual, such as from a feat or paragon path, he or she can opt for a free Endeavor instead if the Endeavors rules are in use. A character, however, can know no more than 10 endeavors at a time.

Using An Endeavor Outside Combat

Outside of a combat encounter, a character uses the Endeavor’s initiating time, which is written in minutes or hours. The character takes that much time to use the Endeavor, regardless of the actions and the frequency of use of the Endeavor.

•The character rolls the Primary Skill of the endeavor until it succeeds or fails. The Difficulty field of the Endeavor lists the numbers of successes or failures that determine the outcome of the Endeavor.

•Other characters might be able to support you. The second skill listed in the Endeavor is a Support skill. Any character trained in this skill can help you in the encounter by rolling this Support skill. However, each character trained in it can only roll the Skill once per endeavor. Failure or Success in the Support skill is not tracked to determine the outcome.

•The character reads the Success box or the Failure box depending on whether he or she succeeded or failed, and the outcome is determined.

•The character may not be able to use the Endeavor again until the next extended rest if it is a Daily Endeavor. If it is an Encounter endeavor, the character must wait 5 minutes before attempting to use the Endeavor again. The endeavor still takes as long as it always does outside of a combat encounter, regardless of whether it took 5 minutes or an Extended Rest to recover.

Using An Endeavor Inside Combat

•Some Endeavors can be used inside of combat. These Endeavors will say “Standard action per check” beside the minutes or hours timeframe. Inside a combat, you can use a standard action to roll the skill checks for the Endeavor until you succeed or fail. You can only roll an Endeavor skill check once during each of your turns.

•The character rolls the Primary Skill of the endeavor as discussed in “Using An Endeavor Outside Combat.”

•Other characters, or yourself can roll the Support skill inside of a combat. This takes a Move action to do. The bonus lasts until the end of the next turn of the character that rolled the Support skill.  You can roll the Support skill as much you want – other characters can only roll the Support skill once per Endeavor. A character must be adjacent to you to Support you in combat.

•The other steps for using an Endeavor are done as discussed in “Using An Endeavor Outside Combat.”

Rules That Do Not Apply To Endeavors

•You cannot Aid Another a character’s skill check in an Endeavor.

Reading an Endeavor

Knock Level 1 Encounter Endeavor (1)
You use arcane magic and some mundane know-how to open a lock. (2)
Encounter @ Arcane, Exploration (3)
1 minute; or Standard action per check; Melee Touch or Ranged 3 (4)
Target: One lock (5)
Difficulty: 2 successes before 3 failures (6)
Arcana (DC set by lock; or Moderate) – You utilize magic power to try to force the lock. (7)
Thievery (Moderate) – Support. +2 bonus to your next Arcana check result. (8)
Success: You open the lock. (9)
Failure: If you fail to open the lock, but scored at least one success, the next ally attempting to use Thievery to open the lock gains a +2 power bonus to his or her Thievery checks to open the lock. (10)

1. The first line of the endeavor is it’s name, level and frequency. You must be the same level or a higher level as the Ritual to acquire and use it.

2. The second line of an endeavor is the flavor text.

3. The third line shows the Frequency, power source and category of Endeavor.

4. This section begins with the out-of-combat initiation time; then the combat time; and finally, if applicable, a range.

5. If applicable, the Endeavor will specify a target. The endeavor can only affect such targets. If the endeavor has no target, read its Success and Failure texts to get an idea of what it does. This line might also be the Cost. An Endeavor’s cost is written in gold pieces and sometimes healing surges or specific components or focuses. This cost must be paid each time the endeavor is used, except for Focus costs. You only pay this cost once to acquire the focus, then as long as you have it, you can use the endeavor without paying any costs, since the focus is not consumed.

6. The Difficulty of the Endeavor is the number of successes or failures that determine the outcome.

7. This is the Primary Skill of the Endeavor. Successes or Failures in this skill determine the outcome of the Endeavor.

8. This section is the Support skill and its Support effect if the roll is successful.

9. This section details what happens if you gain the needed number of successes before the number of failures.

10. This section details what happens if you suffer the mentioned number of failures.

Categories of Endeavors

Exploration Endeavors: These endeavors are used to overcome exploration obstacles, such as navigating terrain hazards, searching for hidden objects, or using convenient magic to create campsites or shield yourselves from weather, among many other things. Sometimes rituals are placed in this category because they belong to no other.

Social Endeavors: These endeavors are used to manipulate and communicate with other characters in a social setting, typically involving the skills Bluff, Diplomacy and Intimidate.

Preparation Endeavors: These endeavors are used to prepare a spell or create an object that will help in subsequent encounters. Preparation Endeavors may require you to spend gold or components in order to cover their costs.

Sample Endeavors

Knock Level 1 Encounter Endeavor
You use arcane magic and some mundane know-how to open a lock.
Encounter @ Arcane, Exploration
1 minute; or Standard action per check; Melee Touch or Ranged 3
Target: One lock
Difficulty: 2 successes before 3 failures
Arcana (DC set by lock; or Moderate) – You utilize magic power to try to force the lock.
Thievery (Moderate) – Support. +2 bonus to your next Arcana check result.
Success: You open the lock.
Failure: If you fail to open the lock, but scored at least one success, the next ally attempting to use Thievery to open the lock gains a +2 power bonus to his or her Thievery checks to open the lock.

Floating Disk Level 1 Encounter Endeavor
A small disk of force appears, woven as though by magic fabrics.
Encounter @ Arcane, Exploration
1 minute; or Standard action per check; Area 1 square adjacent to you
Difficulty: 2 successes before 3 failures
Arcana (Easy) – You weave magic to create the disk.
Endurance (Moderate). Support. +2 bonus to your next Arcana check.
Success: You create a disk of force that can carry up to your current carrying capacity in weight or up to 1 medium creature. If you succeed without failures, it can carry up to 500 lb. instead. The Disk remains adjacent to you and moves whenever you do, unless you order it up to 6 squares away from you with a move action. If you do so, it dissipates at the end of your next turn. The disk always hovers a foot off the ground. If it moves off ground, it hovers a foot off the last square of ground that it touched. A creature can jump off the disk for a +5 bonus to Athletics. Doing so crashes the disk and ends the ritual. It otherwise lasts 24 hours.
Failure: You fail to stabilize the disk. It will vanish at the end of your next turn, but you can take advantage of the Athletics check boost before it vanishes.

Water Walk Level 1 Daily Endeavor
You walk on water as if it were dry land.
Daily @ Arcane or Divine or Primal, Exploration
1 Minute; 1 Standard Action Per Check; Personal or Melee Touch
Target: You or an ally
Difficulty: 2 successes before 3 failures
Arcana (Easy) – You wrap your feet in powerful force that keeps you above water.
Perception (Easy) – Support. +2 bonus to your next arcana check.
Success: You create small fields of force on your feet that keep you afloat above water, as though you were walking on solid ground. You have a speed of 5 when walking on water, and rapids and choppy seas are considered difficult terrain. If you succeeded without any failures, this effect lasts until you pass 2 milestones. If not, it lasts until your next milestone.
Failure: You can shift 5 squares over a body of water once before your next milestone. You must end this movement on solid footing or you sink.

Enchanter’s Hands Level 1 Encounter Endeavor
You forge or disintegrate a magic item in your possession.
Encounter @ Arcane or Divine or Primal, Exploration
1 Hour (Enchanting) or 10 minutes (Disenchanting)
Cost: Special
Difficulty: Special
Arcana or Religion or Nature (Hard) – You attempt to create or enchant a magic item. The ritual’s cost is the market price of the item. You roll until you suffer a failure. For every 2 successes before a failure, you hasten the ritual by 20 minutes. For every 3 successes before a failure, you cut the ritual’s price by 1/5th. You end the ritual after six successes or your first failure.
Arcana or Religion or Nature (Easy) – This is a second Primary skill. You roll this skill only to disenchant the magic item. You must roll 3 successes before 3 failures. If you roll no failures at all, you disenchant the item to gain half of its cost – if you roll any failures, you instead disenchant it to gain 1/5 its cost as normal. If you fail, you do not disenchant the item at all, but suffer no penalty or loss except time.
Arcana or Religion or Nature (Moderate) – Support. +2 bonus to your next Arcana, Religion or Nature check result.
Success: You create the item, perhaps faster and cheaper and a higher quality – it might sell for more than 1/5 the price if you can find a buyer.
Failure: You create the item for its full market price after an hour of work and at the average quality. It sells as usual.

Brew Potion Level 1 Encounter Endeavor
You concoct a magical potion.
Encounter @ Arcane or Divine or Primal or Psionic, Preparation
1 hour
Cost: Special
Difficulty: Special
Arcana or Religion or Nature (Hard) – You attempt to brew a potion. The Ritual’s cost is the market price of the Potion. You roll until you suffer a failure. For every 2 successes before a failure, you hasten the ritual by 20 minutes. For every 3 successes before a failure, you cut the ritual’s price by 1/5th. You end the ritual after six successes or at the first failure.
Arcana or Religion or Nature (Moderate) – Support. +2 bonus to your next Arcana or Religion or Nature check result.
Success: You brew the potion, perhaps faster and cheaper, and higher quality – it might sell for more than 1/5 the price if you can find a buyer.
Failure: You brew the potion for the full market price after an hour of work, and at the average quality. It sells as usual.

Tongues Level 1 Daily Endeavor
You can speak any language.
Daily @ Arcane or Divine or Primal, Exploration
1 minute; personal
Target: You
Difficulty: 2 success before 3 failures.
Arcana or Religion or Nature (Moderate) – You imbue yourself with the ability to speak and understand any language.
History (Hard) – Support. +2 bonus to your next Arcana or Religion or Nature check result.
Success: Select 1 language you have seen or heard recently. You can speak and understand that language until the next extended rest. If you suffered no failures, you can write that language natively as well.
Failure: You can comprehend the language on one piece of writing or one spoken conversation you had recently, but you cannot speak, write, or carry this understanding to other pieces of writing or conversations in general.

Endure Elements Level 1 Daily Endeavor
You shield yourself and your allies against extreme conditions.
Daily @ Arcane or Divine or Primal, Preparation
10 minutes; Close Burst 2
Cost: A 25 GP amulet focus
Target: You and each ally in burst
Difficulty: 2 successes before 3 failures
Arcana or Religion or Nature (Moderate) – You forge a thin magic film of protection over the equipment and bodies of you and those around you.
Heal (Moderate) Support. +2 bonus to your next Arcana or Religion or Nature check result.
Success: You protect all of your allies in the burst, as well as yourself, from extreme temperature and weather. You suffer no ill effects from temperatures from -50 to 150 degrees. You and your equipment are protected from rain, heat and cold, but not from strong winds, falling objects or other associated hazards.
Failure: As above, but the protection is only from 0 to 100 degrees instead.

Assemble Snare Level 1 Daily Endeavor
You conceal or launch a trap against an enemy.
Daily @ Martial or Primal, Exploration
1 minute; Standard action per check; See text
Target: One creature
Difficulty: 2 successes before 3 failures.
Athletics or Stealth (Easy) – You hide, craft or set up a device that can strike your enemies. Select one square adjacent to you in which to place the trap, or one enemy within 5 squares to which you will launch the trap as a throwing attack. If the enemy moves away, you must be within 5 squares when you achieve the last needed success to use the throwing attack.
Perception (Moderate) – Support. +2 bonus to your next Athletics or Stealth check.
Success: You set up, conceal, spring or launch a trap in the selected zone or at the selected enemy. You do not roll an attack roll for the throwing attack, it just succeeds. The trap deals damage equal to your melee basic attack damage and restrains the target (save ends). If you had no failures before succeeding, the trap deals 1d10 extra damage and the target has a -2 penalty to its saving throws against the restrained condition.
Failure: You fail to set up the trap, but you do not expend the Endeavor.

Create Campsite Level 1 Daily Endeavor
You put up a campsite in little time at all.
Daily @ Martial, Arcane or Primal, Exploration
30 minutes
Difficulty: 3 successes before 3 failures
Athletics, Arcana or Nature (Easy) – You exert yourself, or conjure magically, or call upon spirits to help establish yourself, find sustenance and defend a campsite.
Endurance (Easy) – Support. +2 bonus to your next Athletics, Arcana or Nature check result.
Success: You set up a campsite to support 5 or 6 people, including a campfire and two or three tents. You set up traps around the area – any enemy creature that enters the campsite is slowed until the end of its next turn and has ongoing 5 damage (save ends), and alerts you to its presence. You also locate food and water, if possible, though it may be beyond the scope of this endeavor to give you the food or prepare it for you – you and your allies may have to fight animals or seek water yourselves outside of this endeavor in particularly harsh areas.
Failure: You set up a campsite as above, but without traps, and you do not find food or water, and will have to do so yourself.

Infiltration Level 1 Daily Endeavor
Creeping along the shadows and past the guards, you make your way through an area, leading your allies.
Daily @ Martial or Shadow, Exploration
15 minutes
Difficulty: 2 success before 3 failures.
Stealth (DC set by DM) – You creep along a small series of rooms, a long corridor, or another contained, guarded encounter area, avoiding battle and looking for entrances and exits.
Perception or Stealth (Hard) – Support. +2 bonus to your next Stealth check result.
Success: You and your allies move through the area undetected.
Failure: You and your allies fail to clear the area, but might be able to escape without being caught.

Spying Sight Level 5 Daily Endeavor
You create a magical sensor that can spy on a location.
Daily @ Arcane or Religion, Exploration
10 minutes; Standard Action Per Check; Ranged 20
Target: 1 square within range
Special: You do not require line of sight or effect to the square you choose.
Difficulty: 2 successes before 3 failures
Arcana (Moderate) – You attempt to weave an inconspicuous magic sensor and send it to its task.
Perception (Easy) – Support. +2 bonus to your next Arcana check.
Success: You create a magic sensor in the desired square. You can see and hear as though you were standing there, and you have Darkvision through the sensor. You use the Perception skill to determine outstanding situations, as normal. The Sensor lasts for up to 5 rounds; beyond that, you take damage equal to half for your level for every additional round you attempt to spy. The Sensor can be spotted; you roll Stealth checks for it, with a Stealth bonus equal to 10 + 1/2 your level. If it is spotted, it can be destroyed by dealing any damage to it.
Failure: You can spend a healing surge to see as if you were standing where you ordered the sensor to go to, but using only your normal vision, and only for 1 round.

Sending Level 5 Daily Endeavor
You send a message into the distance.
Daily* @ Arcane, Exploration
Special: You can use the Endeavor additional times by spending a daily magic item power each time, including those recovered at milestones.
5 minutes; Standard action per check; Anywhere on the same plane
Target: One creature
Difficulty: 2 success before 3 failures.
Arcana (Moderate) – You weave the spell that will carry a message to your desired location.
Nature (Hard) – Support. +2 bonus to your next Arcana check result.
Success: You send a 25 word message to the target and he or she receives it mentally and can respond likewise.
Failure: You send a 25 word message to the target. He or she receives it mentally, but he or she cannot respond, and some of the message might be scrambled in transit.

Foresight Level 5 Daily Endeavor
Your mind leaps from your body and into appoint ahead in time.
Daily @ Arcane, Preparation
10 minutes; Personal
Cost: A 200 gp amulet Focus with a reflective mirror.
Difficulty: 2 successes before 3 failures
Arcana (Hard) – You stare into your focus and lose yourself in your own eyes, trying to see ahead into what the future might hold.
Endurance (Hard) – Support. +2 bonus to your next Arcana check.
Success: You glean some insight into what is to come ahead. You know whether the very next encounter you (specifically) will participate in during the day will be a combat or a skill challenge. You are aware of one creature that will be present during this encounter or of 1 skill check that will need to be made during this encounter. You are not aware of any other specifics of this encounter such as its location. You can give a +2 item bonus to attack rolls, to damage rolls, to a particular defense or to a particular skill check (your choice) that lasts until the end of that encounter, to either yourself or to an ally by giving the character your amulet to wear. This improves to +3 at 21st level.
Failure: You do not glean much information into the next encounter, but can give yourself or an ally your amulet to wear, giving them a +2 power bonus to either an attack roll or a skill check during the wearer’s first turn in the encounter.

Remove Affliction Level 5 Daily Endeavor
You attempt to undo a terrible malady upon a subject.
Daily @ Religion or Primal, Exploration
1 hour; Melee Touch
Target: 1 creature under an enduring effect such as a curse, charm or domination, fear, confusion, insanity, polymorph or petrification; the target can be unwilling as long as it is restrained or immobilized for the initiating time of the Endeavor.
Cost: Either you or the target must spend a healing surge without regaining any hit points. If you or the target is a lower level than the creature or effect that placed the affliction upon it, two healing surges must be spent instead.
Difficulty: Depends upon the tier of the effect.
–Heroic: 2 successes before 3 failures
–Paragon: 3 successes before 3 failures.
–Epic: 5 successes before 3 failures.
Religion or Nature (DC set by DM) – You attempt to use restorative magic to try to save the target. For each roll, you deal 1d6 damage to the target. If you know the target has multiple afflictions, you can attempt to cure all of them, but each effect deals 1d8 damage to the target per roll (so 2 effects deal 2d8 per roll).
Heal (Moderate) – Support. +2 bonus to your next Arcana or Religion check.
Success: You cure the target of the affliction. If the target was reduced to 0 hit points, it does not die, but does not awaken until 2 milestones have passed.
Failure: If the target was dealt damage equal to at least its bloodied value, it dies.

Water Challenger Level 5 Daily Endeavor
You summon a small water elemental to do battle alongside you.
Daily @ Divine or Primal, Preparation
1 minute; Standard action per check; Close Burst 5
Target: 1 square within burst
Difficulty: 2 successes before 3 failures.
Nature (Easy) – You summon a water elemental out of the elements in the environment around you.
Endurance (Moderate) – Support. +2 bonus to your next Nature check.
Success: You summon a Water Challenger medium standard creature (elemental humanoid, water keyword). It is not treated as a conjuration, but instead as a physical creature and it has the following features–
HP: 10 + your healing surge value; Attack: vs AC, Your Level + 4 bonus, 1d6 + 3 + 1/2 your level damage; Defenses: 10 + your level; Speed: 5; Feature: Has a place in the combat order equal to your Initiative – 5; Water Phasing Encounter Power: it gains invisibility and phasing until the end of its next turn as a minor action; Skills: Stealth 6 + 1/2 your level; Abilities: Strength 16, Con 14, Dex 13, Int 10, Wis 12, Cha 11
The Water Challenger lasts for 5 minutes or until the end of the encounter. If the Water Challenger is destroyed in battle, you lose 1 healing surge. You do not control the Water Challenger but you can give it instructions such as “spy into the next room” and “use your phasing ability” and it will carry them out. It cannot speak, but can try to twist its shape or use body language to convey messages to you.
Failure: You summon a Water Challenger minion. It is the same as above, but is a Minion (has only 1 hit point and ignores damage from Missed attacks) and it cannot use its Water Phasing power.

Leap of the Heavens Level 5 Encounter Endeavor
You leap an incredible height.
Encounter @ Martial or Primal, Exploration
1 minute; Standard Action per check; Personal
Difficulty: 2 success before 3 failures.
Athletics or Acrobatics (Moderate) – You gear yourself up for a huge leap.
Endurance or Acrobatics (Hard) – Support. +2 bonus to your next Athletics check result.
Success: Add the total results of both your successful jump checks together to determine the distance you jump. You count as though you had taken a running start and you divide by 4 to determine the distance jumped instead of by 5 or 10.
Failure: You leap 4 squares horizontally or vertically.

Magic Circle Level 5 Daily Endeavor
You create a barrier around an area that cannot be easily penetrated.
Daily @ Arcane or Divine or Primal, Preparation
1 minute; Standard Action Per Check; See below
Target: An area centered on you
Difficulty: Special.
Arcana or Religion or Nature (Hard) – You attempt to create a magic circle that keeps out enemies. You roll until your first failure. The Magic Circle is a Close Burst zone with an area of 1 + the number of successes.
Dungeoneering (Hard) – Support. +2 bonus to your next Arcana or Religion or Nature check result.
Success: You create a magic circle that lasts for an hour. The magic circle is a zone that any enemy with a level equal to or lower than your own is barred from entering. Enemies with a level equal to or higher than your own within the zone are weakened.
Failure: You create a magic circle that lasts 30 minutes. The magic circle is a zone that any enemy with a level lower than your own is barred from entering. Enemies with a level equal to or higher than your own within the zone are slowed.

Voice Wave Level 5 Encounter Endeavor
You can speak a great distance away.
Encounter @ Arcane or Divine or Primal or Psionic, Social
1 minute; Personal or Melee touch)
Target: You or 1 adjacent ally
Difficulty: 2 successes before 3 failures
Arcana or Religion or Nature (Easy) – You utilize magic to enhance your voice, or the air around you to carry it, or to otherwise augment your speech.
Diplomacy (Easy) – Support. +2 bonus to your next Arcana or Religion or Nature check result.
Success: The target’s voice can be heard up to 25 squares away with a DC 0 Perception check, 50 squares away with a DC10 Perception check, and 100 squares away with a DC20 Perception check, regardless of the intervening environment. You gain a +2 power bonus to Intimidate checks. This lasts until the end of the encounter or for 5 minutes. The target can choose when to augment his or her voice in this way and when to speak normally.
Failure: The target’s voice can be heard regardless of the intervening environment, through walls or other obstructions, up to 10 squares away with a DC0 perception check, 20 squares away with a DC10 Perception check, and 25 squares away with a DC20 Perception check. This lasts for 1 round. The target can choose when to augment his or her voice in this way and when to speak normally.

Creating A Custom Endeavor

Step 1: Find a ritual you’d like to give a player, or an action you think would be useful. Gauge the power of this based on the level of the ritual or a similar power and the level of the player.

For example, say you’re running a game that takes place far underground in a large maze, and your characters are paragon tier. You could develop an Endeavor that allows a player to search for 10 minutes and find a hidden passage, or to shift a wall entirely, or to phase through walls temporarily. You could look at Passwall for a partial model of the ability, as well as adding bonuses to Perception and Dungeoneering for detecting hidden passages.

Write the success and failure you think the Endeavor would have. Failure in an endeavor shouldn’t leave a player worse off than he or she was before using the endeavor – the punishment for failure should just be wasting time, or getting a lesser result than the Success.

Step 2: Find a main skill and a support skill to use with the Endeavor. Set a difficulty, usually 2 or 3 successes before 3 failures.

Step 3: Determine what frequency the Endeavor should be used, how much time it takes, whether it can be used in combat, and if any Costs would balance it out. When in doubt, make it a Daily use ability with no Costs and 1-10 minutes of time spent, and do not allow it to be used in combat. If it can be used in combat, it usually either summons something, gives players a buff, removes a debuff, removes obstacles or increases mobility.

Step 4: Flesh out the Endeavor with a name, flavor text, and with a Power source, so a Player can visualize how it works. Add some touches to the main text to help players understand how it is working, but also give players room to come up with how their power works by themselves. Determine the level of the Endeavor – it should be a level the Player can use.

Handling Endeavors In The Game

Roll Fast: If an endeavor is used outside of an encounter, there’s no need to take turns and roll in order. Have possible supporter characters roll their supports, and then have the Endeavor initiator roll multiple dice if possible to rack up successes or failures faster than one roll at a time.

Include Other Players: Players should try to coordinate their Endeavors so they can get the support of other characters. This helps the other players feel included into what would otherwise be a mostly solo affair. Just because the Wizard is casting Knock doesn’t mean the Rogue can’t use his or her Thievery skill to help out – that’s what the Support system is for.

Tweak Times: The combat time for Endeavors is probably going to be faster than the out-of-combat initiation times given. The different times give different DMs a choice. Some DMs might not like the fact that Endeavors can be used within combat – they can prevent this by using only the minute or hour times, preventing combat use. Others might find the minute or hour times too slow – they can use turn by turn rolls to speed up Endeavors in situations where the PCs are pressed for time, like chase scenes.

Combine With Skill Challenges: Endeavors can be used as parts of a larger skill challenge. In such a case, you might allow a successful endeavor to count as one or more successes to an overall skill challenge. For example, if the PCs are chasing after their enemies as a Skill Challenge, you might have a player try to use Leap of the Heavens to leap ahead and get an advantage. Have the player roll using the Combat Time (since it is is faster) and successful use of the Endeavor gives a success or more.

Reward Creativity: As above, when the PCs think of a creative, legitimate use of their Endeavors within a battle, skill challenge or other obstacle, help them to make it work in their favor, especially if the Endeavor is Daily.

Be A Dungeon Master: Assign DCs and, make rulings on seemingly vague Endeavors (like Create Campsite) which allow you to input as a DM. Do so liberally and above all else make your game interesting and dynamic.

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Categories: D&D 4e, Fluff/Inspiration, RPG | 15 Comments

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15 thoughts on “Skill Rituals: Comprehensive Rules

  1. ysqure3

    Excellent stuff. Straightforward applications both in and out of combat, clear and easy to read.

  2. prax3des

    Excellent and I will be adopting this ASAP. Is it your intention to release a set of Endeavours yourself, or rely on individual DMs to generate their own (unless they’re here and I missed a link!)

  3. Both. I intend to keep a list of ones I make for my players’ use, and eventually add more and more, but I think DMs should also talk to their players and make some for their campaign, and for things that’d be relevant in it. It’s a good chance to give them mechanics for things that normally wouldn’t have any.

  4. Good stuff, man, though it’s being passed around on Twitter attributed to James Wyatt.

    I tried to correct that. We’ll see if it takes.

    …you’re not James Wyatt in disguise, are you? :D

  5. No I’m not. But I’m so maxstreme people believe its me.

    I’m James Wyatt’s sexier alter ego with an anime avatar.

    (But in all seriousness this is Dennis N. Santana, not James Wyatt. I would like to be James Wyatt, and bathe in his secret pool of power cards, but alas, I am not.)

  6. prax3des

    apologies to you- for it was I who mistakenly started the whole “James Wyatt” thing on twitter :(

    I did correct and apologise though!

    More amusing was the fact the WotC retweeted it as being by James- you’d they THEY’D know better!

    ~P~

  7. I wonder what James will think when he gets online, if this passes his radar at all. Maybe he too is an Ar Tonelico fan and immediately point out my Infel avatar :D

    And it’s alright Prax. You actually helped it get a lot of attention!

  8. This is fantastic. I like how the name of each Endeavor changes with each power source. It’s these little details that make this kind of article/rule-set great. I really like how you’ve incorporated skills into this. Your take on having an in-combat and out-of-combat way to use Endeavors is similar (and a lot more in depth) to the article we ran today. Apparently today is a good day to discuss rituals. :)

  9. Awesome idea! I’m crossposting this blog to my news section on my site. I think my players will really enjoy this.

  10. Jonathan

    Good stuff man!
    Is this going to be included in future releases of D&D? Maybe PH3?
    So this changes how Rituals work right now. Hope the wizard of my table won’t try to kill me!

  11. Great post with excellent idea’s. I’m looking forward to seeing what powers you release in the future. For now I’m going to see if I can adapt the idea’s you’ve presented with rituals as they currently exist.

  12. Pingback: Rituals for Martial Classes « Jonathan Drain’s D20 Source: Dungeons & Dragons Blog

  13. dwashba

    Will there be a follow up article with more rituals?

  14. As I have said before, yes.

  15. I can hear 4e calling my name again. It’s saying “Brew Potion” and echoing “Assemble Snare”.

    Damn awesome stuff.

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