| = ABILITIES =\nSix abilities provide a quick description of every Creatura's physical and mental characteristics:\n\n- '''Forza''', measuring physical power\n- '''Destrezza''', measuring agility\n- '''Costituzione''', measuring endurance\n- '''Intelligenza''', measuring reasoning and memory\n- '''Saggezza''', measuring Percezione and Intuizione\n- '''Carisma''', measuring force of personality\n\nIs a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities-a Creatura's assets as well as weaknesses.\n\nThe three main rolls of the game-the ability check, the Tiro Salvezza, and the Tiro per Colpire-rely on the six ability scores. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.\n\n== Ability Scores and Modifiers ==\nEach of a Creatura's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a Creatura's training and competence in activities related to that ability.\n\nA score of 10 or 11 is the normal [[Umano]] average, but adventurers and many [[:Categoria:Mostri|mostri]] are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and [[:Categoria:Mostri|mostri]] and divine beings can have scores as high as 30.\n\nEach ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.\n\n'''Table- Ability Scores and Modifiers'''\n\n| Score | Modifier |\n|-------|----------|\n| 1 | -5 |\n| 2-3 | -4 |\n| 4-5 | -3 |\n| 6-7 | -2 |\n| 8-9 | -1 |\n| 10-11 | +0 |\n| 12-13 | +1 |\n| 14-15 | +2 |\n| 16-17 | +3 |\n| 18-19 | +4 |\n| 20-21 | +5 |\n| 22-23 | +6 |\n| 24-25 | +7 |\n| 26-27 | +8 |\n| 28-29 | +9 |\n| 30 | +10 |\n| | |\n\nTo determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).\n\nBecause ability modifiers affect almost every Tiro per Colpire, ability check, and Tiro Salvezza, ability modifiers come up in play more often than their associated scores.\n\n= Vantaggio and Svantaggio =\nSometimes a special ability or [[:Categoria:[[:Categoria:Incantesimi|incantesimi]]|incantesimo]] tells you that you have Vantaggio or Svantaggio on an ability check, a Tiro Salvezza, or an Tiro per Colpire. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have Vantaggio, and use the lower roll if you have Svantaggio. For example, if you have Svantaggio and roll a 17 and a 5, you use the 5. If you instead have Vantaggio and roll those numbers, you use the 17.\n\nIf multiple situations affect a roll and each one grants Vantaggio or imposes Svantaggio on it, you don't roll more than one additional d20. If two favorable situations grant Vantaggio, for example, you still roll only one additional d20.\n\nIf circumstances cause a roll to have both Vantaggio and Svantaggio, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose Svantaggio and only one grants Vantaggio or vice versa. In such a situation, you have neither Vantaggio nor Svantaggio.\n\nWhen you have Vantaggio or Svantaggio and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has Vantaggio or Svantaggio on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.\n\nYou usually gain Vantaggio or Svantaggio through the use of special abilities, actions, or [[:Categoria:Incantesimi|incantesimi]]. Inspiration can also give a character Vantaggio. The\n\nGM can also decide that circumstances influence a roll in one direction or the other and grant Vantaggio or impose Svantaggio as a result.\n\n= Bonus di Competenza =\nCharacters have a Bonus di Competenza determined by Livello. [[:Categoria:Mostri|mostri]] also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, Tiri Salvezza, and Attacco rolls.\n\nYour Bonus di Competenza can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your Bonus di Competenza to a Saggezza Tiro Salvezza, you nevertheless add the bonus only once when you make the save.\n\nOccasionally, your Bonus di Competenza might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the [[Ladro]]'s Expertise Privilegio doubles the Bonus di Competenza for certain ability checks. If a circumstance suggests that your Bonus di Competenza applies more than once to the same roll, you still add it only once and multiply or divide it only once.\n\nBy the same token, if a Privilegio or effect allows you to multiply your Bonus di Competenza when making an ability check that wouldn't normally benefit from your Bonus di Competenza, you still don't add the bonus to the check. For that check your Bonus di Competenza is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack Competenza in the Storia Abilità, you gain no benefit from a Privilegio that lets you double your Bonus di Competenza when you make Intelligenza (Storia) checks.\n\nIn general, you don't multiply your Bonus di Competenza for Attacco rolls or Tiri Salvezza. If a Privilegio or effect allows you to do so, these same rules apply.\n\n= Ability Checks =\nAn ability check tests a character's or [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]]'s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]] attempts an Azione (other than an Attacco) that has a chance of failure. When the outcome is uncertain, the dice determine the results.\n\nFor every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.\n\nThe more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.\n\n'''Table- Difficulty Classes'''\n\n| Task Difficulty | DC |\n|-------------------|----|\n| Very easy | 5 |\n| Easy | 10 |\n| Medium | 15 |\n| Hard | 20 |\n| Very hard | 25 |\n| Nearly impossible | 30 |\n| | |\n\nTo make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the Creatura overcomes the challenge at hand. Otherwise, it's a failure, which means the character or [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]] makes no progress toward the objective or makes progress combined with a setback determined by the GM.\n\n== Contests ==\nSometimes one character's or [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]]'s efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic Anello that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]] tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.\n\nBoth participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]] either succeeds at the Azione or prevents the other one from succeeding.\n\nIf the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a Anello off the floor, neither character grabs it. In a contest between a [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]] trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.\n\n== Abilità ==\nEach ability covers a broad range of capabilities, including Abilità that a character or a [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]] can be proficient in. A Abilità represents a specific aspect of an ability score, and an individual's Competenza in a Abilità demonstrates a focus on that aspect. (A character's starting Abilità Competenze are determined at character creation, and a [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]]'s Abilità Competenze appear in the [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]]'s stat block.)\n\nFor example, a Destrezza check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Destrezza has an associated Abilità: Acrobazia, Rapidità di Mano, and Furtività, respectively. So a character who has Competenza in the Furtività Abilità is particularly good at Destrezza checks related to sneaking and hiding.\n\nThe Abilità related to each ability score are shown in the following list. (No Abilità are related to Costituzione.) See an ability's description in the later sections of this section for examples of how to use a Abilità associated with an ability.\n\n'''Table- Related Abilità'''\n\n| Forza | Destrezza | Intelligenza | Saggezza | Carisma |\n|-----------|-----------------|---------------|-----------------|--------------|\n| Atletica | Acrobazia | Arcano | Addestrare Animali | Ingannare |\n| | Rapidità di Mano | Storia | Intuizione | Intimidire |\n| | Furtività | Indagare | Medicina | Intrattenere |\n| | | Natura | Percezione | Persuasione |\n| | | Religione | Sopravvivenza | |\n\nSometimes, the GM might ask for an ability check using a specific Abilità-for example, "Make a Saggezza (Percezione) check." At other times, a player might ask the GM if Competenza in a particular Abilità applies to a check. In either case, Competenza in a Abilità means an individual can add his or her Bonus di Competenza to ability checks that involve that Abilità. Without Competenza in the Abilità, the individual makes a normal ability check.\n\nFor example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Forza (Atletica) check. If the character is proficient in Atletica, the character's Bonus di Competenza is added to the Forza check. If the character lacks that Competenza, he or she just makes a Forza check.\n\n=== Variant: Abilità with Different Abilities ===\nNormally, your Competenza in a Abilità applies only to a specific kind of ability check. Competenza in Atletica, for example, usually applies to Forza checks. In some situations, though, your Competenza might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and Abilità, or you might ask your GM if you can apply a Competenza to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Costituzione check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your Competenza in Atletica and ask for a Costituzione (Atletica) check. So if you're proficient in Atletica, you apply your Bonus di Competenza to the Costituzione check just as you would normally do for a Forza (Atletica) check. Similarly, when your [[Mezzorco]] [[Barbaro]] uses a display of raw Forza to intimidate an enemy, your GM might ask for a Forza (Intimidire) check, even though Intimidire is normally associated with Carisma.\n\n== Passive Checks ==\nA passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]].\n\nHere's how to determine a character's total for a passive check:\n\n10 + all modifiers that normally apply to the check\n\nIf the character has Vantaggio on the check, add 5. For Svantaggio, subtract 5. The game refers to a passive check total as a '''score'''.\n\nFor example, if a 1st-Livello character has a Saggezza of 15 and Competenza in Percezione, he or she has a passive Saggezza (Percezione) score of 14.\n\nThe rules on hiding in the "Destrezza" section below rely on passive checks, as do the exploration rules.\n\n== Working Together ==\nSometimes two or more characters team up to attempt a task. The character who's leading the effort-or the one with the highest ability modifier-can make an ability check with Vantaggio, reflecting the help provided by the other characters. In combat, this requires the Help Azione.\n\nA character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires Competenza with thieves' Strumenti, so a character who lacks that Competenza can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.\n\n=== Group Checks ===\nWhen a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.\n\nTo make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.\n\nGroup checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Saggezza (Sopravvivenza) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.\n\n== Using Each Ability ==\nEvery task that a character or [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]] might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.\n\n=== Forza ===\nForza measures bodily power, athletic training, and the extent to which you can exert raw physical force.\n\n==== Forza Checks ====\nA Forza check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Atletica Abilità reflects aptitude in certain kinds of Forza checks.\n\n****'''Atletica'''**'''. Your Forza (Atletica) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:\n\n- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.\n- You try to jump an unusually long distance or pull off a stunt midjump.\n- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another Creatura tries to push or pull you underwater or otherwise interfere with your swimming.\n\n'''**'''Other Forza Checks'''**'''. The GM might also call for a Forza check when you try to accomplish tasks like the following:\n\n- Force open a stuck, locked, or barred door\n- Break free of bonds\n- Push through a tunnel that is too small\n- Hang on to a wagon while being dragged behind it\n- Tip over a statue\n- Keep a boulder from rolling\n\n==== Attacco Rolls and Danno ====\nYou add your Forza modifier to your Tiro per Colpire and your Tiro per il Danno when attacking with a Arma da Mischia such as a mace, a battleaxe, or a javelin. You use melee Armi to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged Attacco.\n\n==== Lifting and Carrying ====\nYour Forza score determines the amount of weight you can bear. The following terms define what you can lift or carry.\n\n'''**'''Carrying Capacity'''**'''. Your carrying capacity is your Forza score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.\n\n'''**'''Push, Drag, or Lift'''**'''. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Forza score). While pushing or dragging weight in excess of your carrying capacity, your Velocità drops to 5 feet.\n\n'''**'''Size and Forza'''**'''. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the Creatura's carrying capacity and the amount it can push, drag, or lift. For a Tiny Creatura, halve these weights.\n\n==== Variant: Encumbrance ====\nThe rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Forza column of the Armatura table.\n\nIf you carry weight in excess of 5 times your Forza score, you are '''encumbered''', which means your Velocità drops by 10 feet.\n\nIf you carry weight in excess of 10 times your Forza score, up to your maximum carrying capacity, you are instead '''heavily encumbered''', which means your Velocità drops by 20 feet and you have Svantaggio on ability checks, Attacco rolls, and Tiri Salvezza that use Forza, Destrezza, or Costituzione.\n\n=== Destrezza ===\nDestrezza measures agility, reflexes, and balance.\n\n==== Destrezza Checks ====\nA Destrezza check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobazia, Rapidità di Mano, and Furtività Abilità reflect aptitude in certain kinds of Destrezza checks.\n\n'''**'''Acrobazia'''**'''. Your Destrezza (Acrobazia) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Destrezza (Acrobazia) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.\n\n'''**'''Rapidità di Mano'''**'''. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Destrezza (Rapidità di Mano) check. The GM might also call for a Destrezza (Rapidità di Mano) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.\n\n'''**'''Furtività'''**'''. Make a Destrezza (Furtività) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.\n\n'''**'''Other Destrezza Checks'''**'''. The GM might call for a Destrezza check when you try to accomplish tasks like the following:\n\n- Control a heavily laden cart on a steep descent\n- Steer a chariot around a tight turn\n- Pick a lock\n- Disable a trap\n- Securely tie up a prisoner\n- Wriggle free of bonds\n- Play a stringed instrument\n- Craft a small or detailed object\n\n==== Attacco Rolls and Danno ====\nYou add your Destrezza modifier to your Tiro per Colpire and your Tiro per il Danno when attacking with a Arma a Distanza, such as a sling or a longbow. You can also add your Destrezza modifier to your Tiro per Colpire and your Tiro per il Danno when attacking with a Arma da Mischia that has the finesse property, such as a dagger or a rapier.\n\n==== [[:Categoria:[[:Categoria:Classi|classi]]|classe]] Armatura ====\nDepending on the Armatura you wear, you might add some or all of your Destrezza modifier to your [[:Categoria:[[:Categoria:Classi|classi]]|classe]] Armatura.\n\n==== Iniziativa ====\nAt the beginning of every combat, you roll Iniziativa by making a Destrezza check. Iniziativa determines the order of creatures' turns in combat.\n\n> '''Hiding'''\n>\n>The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Destrezza (Furtività) check. Until you are discovered or you stop hiding, that check's total is contested by the Saggezza (Percezione) check of any Creatura that actively searches for signs of your presence.\n>\n>You can't hide from a Creatura that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.\n>\n>An Invisibile Creatura can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.\n>\n>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a Creatura, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a Creatura that is distracted, allowing you to gain Vantaggio on an Tiro per Colpire before you are seen.\n>\n>'''**'''Passive Percezione'''**'''. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a Creatura notices you, the DM compares your Destrezza (Furtività) check with that Creatura's passive Saggezza (Percezione) score, which equals 10 + the Creatura's Saggezza modifier, as well as any other bonuses or penalties. If the Creatura has Vantaggio, add 5. For Svantaggio, subtract 5. For example, if a 1st-Livello character (with a Bonus di Competenza of +2) has a Saggezza of 15 (a +2 modifier) and Competenza in Percezione, he or she has a passive Saggezza (Percezione) of 14.\n>\n>'''**'''What Can You See?'''**''' One of the main factors in determining whether you can find a hidden Creatura or object is how well you can see in an area, which might be '''lightly''' or '''heavily obscured''', as explained in the "Adventuring" section.\n\n=== Costituzione ===\nCostituzione measures health, stamina, and vital force.\n\n==== Costituzione Checks ====\nCostituzione checks are uncommon, and no Abilità apply to Costituzione checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]]. A Costituzione check can model your attempt to push beyond normal limits, however.\n\nThe GM might call for a Costituzione check when you try to accomplish tasks like the following:\n\n- Hold your breath\n- March or labor for hours without rest\n- Go without sleep\n- Survive without food or water\n- Quaff an entire stein of ale in one go\n\n==== Punti Ferita ====\nYour Costituzione modifier contributes to your Punti Ferita. Typically, you add your Costituzione modifier to each Colpito Die you roll for your Punti Ferita.\n\nIf your Costituzione modifier changes, your Colpito point maximum changes as well, as though you had the new modifier from 1st Livello. For example, if you raise your Costituzione score when you reach 4th Livello and your Costituzione modifier increases from +1 to +2, you adjust your Colpito point maximum as though the modifier had always been +2. So you add 3 Punti Ferita for your first three Livelli, and then roll your Punti Ferita for 4th Livello using your new modifier. Or if you're 7th Livello and some effect lowers your Costituzione score so as to reduce your Costituzione modifier by 1, your Colpito point maximum is reduced by 7.\n\n=== Intelligenza ===\nIntelligenza measures mental acuity, accuracy of recall, and the ability to reason.\n\n==== Intelligenza Checks ====\nAn Intelligenza check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcano, Storia, Indagare, Natura, and Religione Abilità reflect aptitude in certain kinds of Intelligenza checks.\n\n'''**'''Arcano'''**'''. Your Intelligenza (Arcano) check measures your ability to recall lore about [[:Categoria:Incantesimi|incantesimi]], Oggetti Magici, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.\n\n'''**'''Storia'''**'''. Your Intelligenza (Storia) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.\n\n'''**'''Indagare'''**'''. When you look around for clues and make deductions based on those clues, you make an Intelligenza (Indagare) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of Arma dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligenza (Indagare) check.\n\n'''**'''Natura'''**'''. Your Intelligenza (Natura) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.\n\n'''**'''Religione'''**'''. Your Intelligenza (Religione) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.\n\n'''**'''Other Intelligenza Checks'''**'''. The GM might call for an Intelligenza check when you try to accomplish tasks like the following:\n\n- Communicate with a Creatura without using words\n- Estimate the value of a precious item\n- Pull together a disguise to pass as a city guard\n- Forge a document\n- Recall lore about a craft or trade\n- Win a game of Abilità\n\n==== Lancio di [[:Categoria:Incantesimi|incantesimi]] Ability ====\nWizards use Intelligenza as their Lancio di [[:Categoria:Incantesimi|incantesimi]] ability, which helps determine the Tiro Salvezza DCs of [[:Categoria:Incantesimi|incantesimi]] they cast.\n\n=== Saggezza ===\nSaggezza reflects how attuned you are to the world around you and represents perceptiveness and intuition.\n\n==== Saggezza Checks ====\nA Saggezza check might reflect an effort to read body Linguaggio, understand someone's feelings, notice things about the environment, or care for an injured person. The Addestrare Animali, Intuizione, Medicina, Percezione, and Sopravvivenza Abilità reflect aptitude in certain kinds of Saggezza checks.\n\n'''**'''Addestrare Animali'''**'''. When there is any question whether you can calm down a domesticated animal, keep a Montura from getting spooked, or intuit an animal's intentions, the GM might call for a Saggezza (Addestrare Animali) check. You also make a Saggezza (Addestrare Animali) check to control your Montura when you attempt a risky maneuver.\n\n'''**'''Intuizione'''**'''. Your Saggezza (Intuizione) check decides whether you can determine the true intentions of a Creatura, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body Linguaggio, speech habits, and changes in mannerisms.\n\n'''**'''Medicina'''**'''. A Saggezza (Medicina) check lets you try to stabilize a dying companion or diagnose an illness.\n\n'''**'''Percezione'''**'''. Your Saggezza (Percezione) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear [[:Categoria:Mostri|mostri]] moving stealthily in the forest. Or you might try to spot things that are obscured or easy to Mancato, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.\n\n'''**'''Sopravvivenza'''**'''. The GM might ask you to make a Saggezza (Sopravvivenza) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.\n\n'''**'''Other Saggezza Checks'''**'''. The GM might call for a Saggezza check when you try to accomplish tasks like the following:\n\n- Get a gut feeling about what course of Azione to follow\n- Discern whether a seemingly dead or living Creatura is Non Morto\n\n==== Lancio di [[:Categoria:Incantesimi|incantesimi]] Ability ====\nClerics, druids, and rangers use Saggezza as their Lancio di [[:Categoria:Incantesimi|incantesimi]] ability, which helps determine the Tiro Salvezza DCs of [[:Categoria:Incantesimi|incantesimi]] they cast.\n\n=== Carisma ===\nCarisma 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.\n\n==== Carisma Checks ====\nA Carisma 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 Ingannare, Intimidire, Intrattenere, and Persuasione Abilità reflect aptitude in certain kinds of Carisma checks.\n\n'''**'''Ingannare'''**'''. Your Carisma (Ingannare) check determines whether you can convincingly hide the truth, either verbally or through your actions. This Ingannare 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 a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.\n\n'''**'''Intimidire'''**'''. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Carisma (Intimidire) 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.\n\n'''**'''Intrattenere'''**'''. Your Carisma (Intrattenere) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.\n\n'''**'''Persuasione'''**'''. When you attempt to influence someone or a group of people with tact, social graces, or good Natura, the GM might ask you to make a Carisma (Persuasione) check. Typically, you use Persuasione 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.\n\n'''**'''Other Carisma Checks'''****. The GM might call for a Carisma check when you try to accomplish tasks like the following:\n\n- Find the best person to talk to for news, rumors, and gossip\n- Blend into a crowd to get the sense of key topics of conversation\n\n==== Lancio di [[:Categoria:Incantesimi|incantesimi]] Ability ====\nBards, paladins, sorcerers, and warlocks use Carisma as their Lancio di [[:Categoria:Incantesimi|incantesimi]] ability, which helps determine the Tiro Salvezza DCs of [[:Categoria:Incantesimi|incantesimi]] they cast.\n\n= Tiri Salvezza =\nA Tiro Salvezza-also called a save-represents an attempt to resist a [[:Categoria:[[:Categoria:Incantesimi|incantesimi]]|incantesimo]], a trap, a poison, a disease, or a similar threat. You don't normally decide to make a Tiro Salvezza; you are forced to make one because your character or [[:Categoria:[[:Categoria:Mostri|mostri]]|mostro]] is at risk of harm.\n\nTo make a Tiro Salvezza, roll a d20 and add the appropriate ability modifier. For example, you use your Destrezza modifier for a Destrezza Tiro Salvezza.\n\nA Tiro Salvezza can be modified by a situational bonus or penalty and can be affected by Vantaggio and Svantaggio, as determined by the GM.\n\nEach class gives Competenza in at least two Tiri Salvezza. The [[Mago]], for example, is proficient in Intelligenza saves. As with Abilità Competenze, Competenza in a Tiro Salvezza lets a character add his or her Bonus di Competenza to Tiri Salvezza made using a particular ability score. Some [[:Categoria:Mostri|mostri]] have Tiro Salvezza Competenze as well.\n\nThe Difficulty Class for a Tiro Salvezza is determined by the effect that causes it. For example, the DC for a Tiro Salvezza allowed by a [[:Categoria:[[:Categoria:Incantesimi|incantesimi]]|incantesimo]] is determined by the caster's Lancio di [[:Categoria:Incantesimi|incantesimi]] ability and Bonus di Competenza.\n\nThe result of a successful or failed Tiro Salvezza is also detailed in the effect that allows the save. Usually, a successful save means that a Creatura suffers no harm, or reduced harm, from an effect.\n\n{{Licenza|versione=5.1}}\n[[Categoria:Regole]]\n[[Categoria:SRD 5.1]]\n<!-- Originale: ABILITIES -->
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