Search
Search is used to detect traps.
| Ability | Intelligence |
| Requires training | No - it works with no ranks in it |
| Armour check penalty | None |
| Available to | Every class |
How it works
Check. Detecting a trap is an opposed test, pitting the character's Search check against a DC equal to the Set Trap skill check, plus the strength of the trap. Only rogues may detect traps with a DC greater than 35.
Special. Elves and dwarves receive a +2 bonus to their Search checks, and half-elves gain a +1 bonus.
Use. Search is part of the Detect modal action. In Passive Detect mode, checks are made automatically every round. Active Detect mode is a modal action that reduces the character's normal movement rate and perform an Active Search, as well as Spot and Listen checks.
- Outdoors, the weather changes Search: clear -2, rain +2, snow +4, rainstorm +6, snowstorm +8. Indoors the weather has no effect.
- Some exits are hidden instead of locked. Search finds them.
- Near a hidden exit, a check is rolled every 6 seconds within about 3 metres, using 50% of your Search. In search mode it is rolled every 3 seconds within about 7 metres, using all of it.
- Distance makes the check harder. True seeing gives +50, being blind gives -50.
- Outdoors, the weather changes how hard a hidden exit is to find by the same amount it changes Search: 2 easier in clear weather, up to 8 harder in a snowstorm.
Skill point cost by class
One point per rank: Assassin, God's Eye Scout, Ranger, Red Dragon Disciple, Rogue, Shadowdancer.
Two points per rank: Arcane Archer, Barbarian, Bard, Blackguard, Cleric, Divine Champion, Druid, Dwarven Defender, Elite Guard, Fighter, Monk, Northern Templar, Paladin, Pale Master, Purple Dragon Knight, Shifter, Skald, Sorcerer, Warlock, Weapon Master, Wizard.
Required for
| Class | Ranks needed |
|---|---|
| God's Eye Scout | 5 |
