This skill is linked to Charisma.
When in a settlement—a village, a town, or a city—make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go.
- Streetwise: Using this skill takes 1 hour and might be part of a skill challenge. Some GMs may allow it being used as a knowledge check, where it takes no action, but the creature doesn't know the answer on the failure.
- DC: See the table.
- Success: You collect a useful bit of information, gather rumors, find out about available jobs, or locate the best deal.
- Failure: You can try again, but you might draw attention to yourself if you keep chasing after the same information.
Settlement and Information | Streetwise DC |
---|---|
Typical settlement | 15 |
Hostile settlement | 20 |
Totally alien settlement | 30 |
Familiar settlement | Easy |
Unfamiliar but typical settlement | Moderate |
Foreign settlement | Hard |
Information is readily available | -2 |
Information is hard to come by | +5 |
Information is secret or closely guarded | +10 |
Streetwise utility powers[]
Characters trained in Streetwise may select a utility power in place of their class power (but not from a paragon path or epic destiny)
- City Rat - Level 2[PH3:175]
- Nose for Trouble - Level 2[PH3:175]
- Secrets of the City - Level 2[Dr389]
- Failed Diplomacy - Level 2[DSH:66]
- City Dweller - Level 6[PH3:176]
- Slow Pursuit - Level 6[PH3:176]
- Navigate Crowds - Level 10[PH3:176]
Updates[]
- The rules compendium simplified the DC table, removing Typical, Hostile, and Totally alien settlements from the list and replacing it with Easy/Moderate/Hard DCs (naming them familiar, unfamiliar and foreign), and simply having one modifier concerning secret difficulty (the +10 modifer).
Bonus sources[]
- The spy hireling gives a +2 power bonus, increasing to +3 at level 15 and +4 at level 25.