WoT Skills

Animal Empathy (CHA)
Trained Only, Woodsman Only
Use this skill to keep a guard dog from barking at you, to get a wild bird to land 
on your outstretched hand, or to keep a grolm calm while you back off.
  Check:  You can improve the attitude of an animal with a successful check.  
To use the skill, you and the animal must be able to study each other, noting each 
other's body language, vocalizations, and general demeanor.  This means that you must 
be within 30 feet under normal conditions.  
  Generally, influencing an animal in this way takes 1 minute, but, as with influencing 
people, it might take more or less time.  
  This skill works on animals (such as bears and giant lizards).  You can use it with 
a -4 penalty on other beasts (such as raken or grolm).
  Retry:  As with attempts to influence people, retries on the same animal 
generally don't work (or don't work any better), whether you have succeeded or not.



Appraise (INT)
Use this skill to estimate the value of an object, from an ancient Tairen lute to a 
shipment of Sharan silks from the lands beyond the Aiel Waste.
  Check:  You can appraise common or well-known objects within 10% of their 
value (DC 12).  Failure means you estimate the value at 50% to 150% of the actual 
value.  The GM secretly rolls 2d6+3, multiplies by 10%, multiplies the actual value 
by that percentage, and tells you that value for the item.  (For a common or well-known 
item, your chance of estimating the value within 10% is fairly high, even if you fail 
the check-in such a case, consider it a lucky guess.)
  Rare or exotic items require a successful check against DC 15, 20 or higher.  If 
successful, you estimate the value at 70% to 130% of its actual value.  The GM secretly 
rolls 2d4+5, multiplies by 10%, multiplies the actual value by that percentage, and tells 
you that value for the item.  Failure means you can't estimate the item's value.
  Appraising an item takes 1 minute.
  Retry:  Not on the same object, regardless of success.
  Special:  If you are making the check untrained, for common items, failure means 
no estimate, and for rare items, success means an estimate of 50% to 150% (2d6+3 x 10%).



Balance (DEX)
Armor Check Penalty
You can keep your balance while walking on a tightrope, a narrow beam, a ledge, or an uneven floor.
  Check:  You can walk on a precarious surface as a move action.  A successful check lets you 
move at half your speed along the surface for 1 round.  A faliure means that you can't move for 1 
round.  A failure by 5 or more means that you fall.  The difficulty varies with the surface:

Surface DC Surface DC
7-12 inches wide 10 Uneven floor 10
2-6 inches wide 15 Surface Angled +5
Less than 2 inches wide 20 Surface Slippery +5
Being Attacked while Walking a Tightrope: Attacks against you are made as if you were off balance. They gain a +2 attack bonus, and you lose your Dexterity bonus to Defense, if any. If you have 5 or more ranks in Balance, then you can retain your Dexterity bonus to Defense (if any) in the face of attacks. If you take damage, you must make a check again to stay on the tightrope. Accelerated Movement: You can try to walk a precarious surface more quickly than normal. If you accept a -5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two checks.) Special: If you have 5 or more ranks in Tumble, you get a +2 synergy bonus on Balance checks. Bluff (CHA) You can make the outrageous or the untrue seem plausible. This skill encompasses acting, conning, fast-talking, misdirection, prevarication, and misleading body language. Use a bluff to sow temporary confusion, get someone to turn his head in the directino you point, or simply look innocuous. Check: A Bluff check is opposed by the target's Sense Motive check. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against you: The bluff is hard to believe or the action that the target is to take goes against the target's self-interest, nature, personality, orders, etc. If it's important, the GM can distinguish between a bluff that fails because the target doesn't believe it and one that fails because it just asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the Sense Motive check succeeds by 10 or less, then the target didn't so much see through the bluff as prove reluctant to go along with it. If the target succeeds by 11 or more, he has seen through the bluff (and would have done so even if it had not entailed any demand on him). A successful Bluff check indicates that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes something that you want him to believe. For example, you could use a bluff to put someone off guard by telling him someone was behind him. At best, such a bluff would make the target glance over his shoulder. It would not cause the target to ignore you and completely turn around. A bluff requires interaction between the character and the target. Targets unaware of the character can't be bluffed. A bluff always takes at least 1 round (and is at least a full-round action) but can take much longer if you try something elaborate. Feinting in Combat: You can also use Bluff to mislead an opponent in combat so that he can't dodge your attack effectively. Doing so counts as an attack action. If you are successful, the next attack you make against the target does not allow him to add his Dexterity bonus to Defense (if any). Feinting in this way against a target of a different species from you (such as a Myrddraal) is difficult because it's harder to read a strage creature's body language; you suffer a -4 penalty. Against a creature of animal Intelligence (1 or 2) it's even harder; you suffer a -8 penalty. Against a nonintelligent creature, it's impossible. Creating a Diversion to Hide: You can use Bluff to help you hide. A successful Bluff check can give you the momentary diversion you need to attempt a Hide check while people are aware of you. (See the Hide skill.)
Example Circumstances Sense Motive Modifier Example
The target wants to believe you. -5 Of course the other High Lords know about this offer. Do you actually think I would act without their consent?
The bluff is believable and doesn't affect the target much one way or the other. +0 No, this is my first visit to Illian. You must have me confused with someone else.
The bluff is a little hard to believe or puts the target at some kind of risk. +5 Are you sure you want to fight me? After all, they don't give a heron-mark blade to just anyone...
The bluff is hard to believe or entails a large risk for the target. +10 I may look like a ruffian, but I'm actually an agent of the White Tower. If you aid me, the Amyrlin Seat will surely reward you.
The bluff is way out there; it's almost too incredible to consider. +20 Yes, I really am the King's high chancellor. What, these? Well, let's just say my robes don't fit like they used to.
Retry: Generally, a failed Bluff check makes the target too suspicious for you to try another bluff under the same circumstances. For feinting in combat, you may retry freely. Special: Having 5 or more ranks in bluff give you a +2 synergy bonus on Intimidate and Pick Pocket checks. Also, if you have 5 or more ranks in Bluff, you get a +2 synergy bonus on Disguise checks when you know that you're being observed and you try to act in character. Climb (DEX) Armor Check Penalty Use this skill to scale a cliff, to get to a window on the second story of a tower, or to climb onto the back of a massive to'raken. Check: With each successful Climb check, you can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds) one-half your speed as a full-round action. You can move half that far, one-fourth of your speed, as a move action. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. A failed Climb check means that you make no progress, and a check that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb.
DC Example
0 A slope too steep to walk up. A knotted rope with a wall to brace against.
5 A rope with a wall to brace against or a knotted rope, but not both.
10 A surface with ledges to hold on to and stand on, such as a very rough wall.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree. An unknotted rope.
20 An uneven surface with some narrow handholds and footholds.
25 A rough surface, such as a natural rock wall or a brick wall.
25 Overhang or ceiling with handholds but no footholds.
- A perfectly smooth, flat, vertical surface cannot be climbed.
-10 Climbing inside a tunnel or other location where one can brace against two opposite walls.
-5 Climbing a corner where you can brace against perpendicular walls.
+5 Surface is slippery.
Since you can't move to avoid an attack while climbing, opponents get a +2 bonus, and you lose any Dexterity bonus to Defense. Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage. Accelerated Climbing: You try to climb more quickly than normal. As a full-round action, you can attempt to cover your full speed in climbing distance, but you suffer a -5 penalty on Climb checks and you must make two checks each round. Each successful check allows you to climb a distance equal to one-half your speed. By accepting the -5 penalty, you can move this far as a move action rather than as a full-round action. Making Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per pace. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15, In the same way, a climber with an ice axe or similar implement can cut holds in an ice wall. Catching Yourself When Falling: It's practically impossible to catch yourself on a wall while falling. Make a Climbing check (DC = wall's DC + 20) to do so. A slope is relatively easier to catch yourself on (DC = slope's DC +10). Special: Someone using a rope can haul a character upward (or lower the character) through sheer strength. Use double your maximum heavy load to determine how much weight a character can lift. Concentration (CON) Channelers use this skill to cast weaves under difficult circumstances. It is also used to overchannel, to tie off weaves or multiweave, and attempt unusual channeling actions such as linking and unlacing weaves. Members of other classes can also usethis skill to maintain concentration in the face of other distractions or on other things besides weaves, such as eavesdropping on a conversation despite distractions from other people. Check: You can make a Concentration check to cast a weave despite distractions, such as taking damage, getting hit by an unfriendly weave, and so on. The table below summarizes various types of distractions that cause you to make a Concentration check while casting a weave. "Weave level" refers to the casting level of the weaves you're trying to cast. If a hero who is not a channeler needs to use Concentration, the GM should set a DC for the check using the table below as a general guide.
Distraction DC
Damage of failed saving throw during casting.** 10 + damage dealt + casting level
Damaged by a channeling weave. 10 + damage dealt + casting level
Suffering continuous damage. 10 + half of continuous damage last dealt + casting level
Nondamaging weave.* Distracting weave's save DC + casting level
Casting defensively (avoiding attacks of opportunity). 15 + casting level.
Motion: -
Jostled or entangled. 5 + casting level
Vigorous (a moving mount, a bouncy wagon ride). 10 + casting level
Violent (a galloping horse, on deck of a storm-tossed ship). 15 + casting level
Unnatural (riven earth weave, earthquake weave). 20 + casting level
Grappling or pinned. 20 + casting level
Weather: -
Rough (high wind, blinding sleet or rain). 5 + casting level
Extreme (wind-driven hail or debris). 10 + casting level
Unnatural (harness the wind weave cast at howl). Distracting weave's save DC + casting level
*If the weave allows no save, use the save DC it would have if it did allow a save. **For weaves with a casting time of 1 full round or more or damage by an attack of opportunity or readied attack made in response to the weave being cast (for weaves with a casting time of 1 action). See Distractions, page 162. Link Channelers: Creating a channeling link requires a Concentration check from all participants. The leader rolls against a DC of 20 + 1/4 the total number of participants; all other participants against a DC of 5 + 1/4 the total number of participants. For example, for a circle of 13 channelers, the DC is 23 for the leader and 8 for the other participants. Creating a link is a full-round action. Overchannel: Overchanneling allows an initiate or wilder to cast additional weaves beyond those normally allowed by his class, level, and ability bonuses. Unlace a weave: Unlacing a weave is dangerous and difficult-so much so that unlacing is discouraged and the Aes Sedai forbid it outright. Only weaves which are being held or tied off can be unlaced-weaves that have instantaneous effects dissipate immediately, and cannot be unwove. The DC to unlace a weave is 25 plus the casting level. Failure results ina random weave effect as the partially-unlaced weave collapses into a new, unintended weave-the GM can choose any known weave, exaggerating or expanding the effects as he sees fit, or create entirely new effects. Failure also requires a Fortitude save with a DC of 20, just as if you had failed in an overchanneling attempt (wilders do not get their +5 bonus when making this save). See Chapter 9 for the effects of a failed overchanneling Fortitude save. Unlacing a weave takes a number of full actions equal to the casting level. Retry: General control rolls, linking, and overchanneling attempts may be retried, though a success doesn't cancel the effects of a previous failure, which almost always is the loss of the weave being cast or held. Unlacing attempts may not be retried-once the weave collapses, it is gone. Craft (INT) You are trained in a craft, trade, or art, such as armorsmithing, basketweaving, bookbinding, bowmaking, blacksmithing, calligraphy, carpentry, cobbling, gemcutting, leatherworking, locksmithing, painting, pottery, sculpting, shipmaking, stonemasonry, trapmkaing, weaponsmithing, or weaving. Craft is actually a number of separate skills. For instance, you could have the skill Craft (trapmaking). Your ranks in that skill don't affect any checks you happen to make for pottery or leatherworking. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. A Craft skill is specifically focused on creating something; if it is not, it is a Profession skill. Check: You can practice your trade and make a decent living, earning about half your check result in silver marks per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver mark per day.) However, the basic function of the Craft skill is to allow you to make an item of the appropriate type. The DC depends on the difficulty of the item created. The DC, your check results, and the price of the item determine how long it takes to make the item. The item's finished price also determines the cost of raw materials. (In the game world, it is the skill level required, the time required, and the raw materials required that determine an item's price. That's why the item's price and DC determine how long it takes to make the item and the cost of the raw materials.) All crafts require appropriate artisan's tools (which have an average cost of 5 silver marks) to give the best chance of success; if improvised tools are used instead, the check is made with a -2 circumstance penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus. To determine how much time and money it takes to make an item: 1. Find the item's price in Chapter 7: Equipement or have the GM set the price for an item not listed. Put the price in silver pennies (p). 2. Find the DC listed here or have the GM set one. 3. Pay one-third the item's price in raw materials. Make a skill check representing one week's work. If the check succeeds, multiply the check result by the DC. If the result times the DC equals the price of the item in silver marks, then you have completed the item. (If the result times the DC equals double or triple the price of the item in silver marks, then you've completed the task in one-half or one-third the time, and so on.) If the result times the DC doesn't equal the price, then it represents progress you've made this week. Record the result and make a check for the next week. Each week you make more progress until your total reaches the price of the item in silver marks. If you fail the check, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. Progress by the Day: You can make checks by the day instead of by the week, in which case your progress (result times DC) is in silver pennies instead of marks. Creating Masterwork Items: You can make a masterwork item (an item that conveys a bonus to its use through it exception craftsmanship). To create a masterwork version of an item on the table below, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 silver marks for a weapon or 150 silver marks for a suit of armor) and DC (20). Once both the standard component and the masterwork component are completed, the masterwork item is finished. (Note: The price you pay for the masterwork component is one-third of the given amount, just as it is for the price in raw materials.) Repairing Items: Generally, you can repair an item at the same DC that it takes to make it in the first place. The cost of repairing an item is one-fifth the item's price.
Item Craft DC
Armor, shield Armorsmith 10 + Defense bonus
Longbow, shortbow Bowmaking 12
Two Rivers longbow, Aiel shortbow Bowmaking 15
Mighty bow Bowmaking 15 +2/STR bonus
Crossbow Weoponsmith 15
Simple melee or thrown weapon Weoponsmith 12
Martial melee or thrown weapon Weoponsmith 15
Exotic melee or thrown weapon Weoponsmith 20
Very simple item (wooden spoon) Varies 18
Typical item (iron pot) Varies 5
High-quality item (bell) Varies 10
Complex or superior item (lock) Varies 15
Retry: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. Decipher Script (INT) Trained Only, Initiate Only Use this skill to piece together the meaning of ancient runes carved into the wall of an abandoned palace, to follow the directions on a treasure map written in an alphabet lost since the Age of Legends, or to interpret the mysterious glyphs painted on a cave wall. Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing, reading about one page of text (or its equivalent) in 1 minute. If the check fails, the GM makes a Wisdom check (DC 5) for you to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) The GM secretly makes both the skill check and (if necessary) the Wisdom check so you can't tell whether the conclusion you draw is true or false. Retry: No. Diplomacy (CHA) Use this skill to arrange a swift passage on an Atha'an Miere raker, to arbitrate a dispute between two rival Cairhienin houses, or to persuade the Children of the Light to leave your manor peacefully. a skilled character knows the formal and informal rules of conduct, social expectations, proper forms of address, and so on. This skill represents the ability to give the right impression, to negotiate effectively, and to influence others. Check: You can change others' attitudes with a successful check. Diplomacy includes etiquette, social grace, tact, subtlety, and charismatic persuasion. During negotiations, roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposite cases before a third party. When using Diplomacy to haggle a price, each side rolls a Diplomacy check. For every five points that your check exceeds your opponent's, you can adjust the sale price by 5% up or down (your choice) from the market value (established by the GM). A GM character will almost always settle for the new price, but remember that a player's character is never required to buy or sell at a specific price, even if he or she fails the opposed Diplomacy check. Diplomacy is at leasta full-round action. The GM may determine that some netotiations require a longer period of time. If you do not speak the same language as the target of your check, you suffer a -4 penalty. If you speak the same language, but not the same dialect (if you speak Common (midlands) and the target speaks Common (Tairen), for example), you suffer a -2 penalty. A Note on Haggling: Remember that the prices for standard itesm listed in Chapter 7: Equipment represent the result of a reasonable negotiation. You shouldn't haggle over mundane items. You should only haggle over prices when it's significant to the story - if you're arguing over the price of every meal, your GM can and should ask you to move on to more interesting things. Retry: Generally, retries don't work. Even if the initial check succeeds, the other character can only be persuaded so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry becomes futile. Special: Charisma checks to influence GM characters are generally untrained Diplomacy checks. If you have 5 or more ranks in Bluff or Sense Motive, you get a +2 synergy bonus on Diplomacy checks. These bonuses stack. Disable Device (INT) Trained Only Use this skill to disarm a trap, jam a lock (in either the open or closed position), or rig a simple device to fail. You can examine a fairly simple or fairly small mechanical device and disable it. the effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). A set of quality thieves' tools gives the user a +2 circumstance bonus. Check: The GM makes the Disable Device check so taht you don't necessarily know whether you've succeeded. The amount of time needed to make a check and the DC for the check depend on how tricky the device is. Disabling a simple device takes 1 round (and is at least a full-round action). Intricate or complex devices require 2d4 rounds. You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use). Disabling (or rigging or jamming) a fairly simple device has DC of 10. More intricate and complex devices have a higher DC. The GM rolls the check. If the check succeeds, you disable the device. If the check fails by up to 4, you have failed but can try again. If you fail by 5 or more, something goes wrong. If it's a trap, you spring it. If it's some sort of sabotage, you think the device is disabled, but it still works normally.
Device Time DC Example
Simple 1 round 10 Jam a lock.
Tricky 1d4 rounds 15 Sabotage a wagon wheel.
Difficult 2d4 rounds 20 Disarm a trap, reset a trap.
Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device.
*If the character attempts to leave behind no trace of the tampering, add 5 to the DC. Retry: Yes, though you must be aware that you have failed in order to try again. Special: A wanderer who beats a trap's DC by 10 or more can generally study a trap, figure out how it works and bypass it (along with his companions) without disarming it. Disguise (CHA) Use this skill to change your appearance or someone else's. The effort requires at least a few proprs, some makeup, and 1d4x10 minutes of work. A disguise can include an apparent change of height or weight of no more than one-tenth the original. You can also impersonate people, either individuals or types. For example, you might make yourself seem like a local, even if you hail from a distant land, with littls or no actual disguise. Check: Your Disguise check result determines how good the disguise is, and it is opposed by others' Spot check results. Make one Disguise check even if several people make Spot checks. The GM makes your Disguise check secretly so that you're not sure how good it is. If you don't draw any attention to yourself, however, others do not get to make Spot checks. If you come to the attention of people who are suspicious (such as a guard checking travelers entering a city), the GM can assume that such observers are taking 10 on their Spot checks. The effectiveness of your disguise depends in part on how much you're attempting to change your appearance.
Disguise Modifier
Minor details only +5
Disguised as a different sex -2
Disguised as a different background -2
Disguised as a different age category -2*
Disguised as specific class -2
*Per step of age difference between character's actual age category and disguised age category (young [younger than your age], adulthood, middle age, old, venerable). If you're impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks (and are automatically suspicious of you, so your opposed checks are always invoked).
Familiarity Bonus
Recognizes on sight +4
Friends or associates +6
Close friends +8
Usually, an individual makes a check for detection immediately upon meeting you and each hour thereafter. If you casually meet many different people, each for a short time, check once per day or hour, using an average Spot bonus for the group. For example, if a character is trying to pass for a merchant in an open air Tairen marketplace, the GM can make one Spot check per hour for the people the check to represent the average of the crowd (most people with no Spot ranks and a few with good Spot skills). Retry: A character may try to redo a filaed disguise, but once others know that a disguise was attempted they'll be more suspicious. Special: If you have 5 or more ranks of Bluff, you get a +2 synergy bonus on Disguise checks when you know that you're being observed and you try to act in character. Escape Artist (DEX) Armor Check Penalty Use this skill to slip out of manacles, wriggle through a small tunnel or cave, or escape from a holding cell window in the Stone of Tear. Check: Making a check to escape from being bound up by ropes, manacles, or other restraints requires 1 minute of work. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minutes maybe longer, depending on the distance that must be crossed.
Restraint DC
Ropes Opponents Dex check at +10
Net 20
Manacles 35
Tight Space 30
Grappler Grappler's grapple check
Ropes: Your Escape Artist check is opposed by your opponent's Dexterity check to tie the bonds. Since it's easier to tie someone up than to escape from being tied up, the opponent gets a special +10 bonus on her check. Manacles: These confine wrists or ankles, and may be secured to stationary objects. Net: Escaping from a net is a full-round action. Tight Space: This is the DC for getting through a space where one's head fits but one's shoulders don't. If the space is long, such as in a tunnel or crawlspace, the GM may call for multiple checks. You can't fit through a space that your head doesn't fit through. Grappler: You can make an Escape Artist check opposed by your opponent's grapple check to get out of a grapple or out of a pinned condition (so that you're just being grappled). Doing so is an attack action, so if you escape the grapple you can move in the same round. See Grappling in Chapter 8: Combat. Retry: You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks or even take 20 as long as you're not being actively opposed. Forgery (INT) Use this skill to fake a document from the Lord Captain commander of the Children of the Light instructing an Amadician noble to alter his position in a heated border dispute, create an authentic-looking map to a long-lost ruin from the Age of Legends, falsify transport documents to fool the harbormaster of Illian, or detect forgeries that others try to pass off on you. Check: Forgery requires materials appropriate to the document being forged (the proper inks and sealing wax, high-quality vellum, a House seal, etc.) and some time. Forging a very short and simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes per page. To forge a document such as military orders, a government decree, a business ledger, or the like, the character needs only to have seen a similar document before and gains a +8 bonus on the roll. some documents require special passwords or codes to be embedded in the text, whether authentic ones or additional forgeries. The GM makes your check secretly so you're not sure how good your forgery is. As with Disguise, you don't even need to make a check until someone examines the work. This Forgery check is opposed by the person who examines the document to check its authenticity. That person makes a Forgery check opposed to the forger's. The reader gains bonuses or penalties to his or her check as described in the table below.
Condition Reader's Check Modifier
Type of document unknown to reader. -2
Type of document somewhat known to reader. +0
Type of document well known to reader. +2
Handwriting unknown to reader. -2
Handwriting somewhat known to reader. +0
Handwriting intimately known to reader. +2
Reader only casually reviews document. -2
As with Bluff, a document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the document, can increase that character's suspicion (and thus create favorable circumstances for the checker's opposing Forgery check). Retry: Usually, no. A low roll generally means that the forger has made a mistake based on faulty knowledge, and repeated attempts would merely repeat that mistake. Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language-dependent.) Gather Information (CHA) Use this skill to make contacts in an area, find out local gossip, spread rumors, and collect general information. Check: By succeeding at a skill check (DC 10) and spending an evening passing out silver and buying drinks, you can get a general feel for the major news items in a city or region. This assumes that no obvious reasons exist why information would be withheld (such as if you can't speak the local language). The higher the check result, the better the information. If you want to find out about a specific rumor ("Which way to the hidden bandit camp?"), or a specific person ("What can you tell me about the mysterious man who always stands next to the High Lord?"), or do something else along those lines, the DC is 15 to 25 or higher. If you do not speak the same language of the region, you cannot use Gather Information. If you speak a different dialect (if you're in Illian but you speak Common (midlands), for example), you suffer a -2 penalty. Retry: Yes, but it takes an evening or so for each check, and characters may draw attention to themselves if they repeatedly pursue a certain type of information. Handle Animal (CHA) Trained Only Use this skill to drive a team of horses pulling a wagon over rought terrain, teach a dog to guard, raise a grolm as a devoted pet, or teach a raken to "come" when you call. Check: The time required to get an effect and the DC depend on what you are trying to do.
Task Time DC
Handle a domestic animal. Varies 10
"Push" a domestic animal. Varies 15
Teach an animal tasks. 2 months 15
Teach an animal unusual tasks. 2 months 20
Rear a wild animal. 1 year 15 + HD of animal
Rear a beast. 1 year 20 + HD of beast
Train a wild animal. 2 months 20 + HD of animal
Train a beast. 2 months 25 + HD of beast
Time: For a task with a specific time frame, you must spend half this tiem (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you make the skill check. If the check fails, you can't teach, rear or train that animal. If the check succeeds, you must invest the remainder of the time before the teaching, rearing, or trainging is complete. If the time is interrupted or the task is not followed through to completion, any further attempts to teach, rear, or train the same animal automatically fail. Handle a Domestic Animal: A character with this skill can drive beasts of labor, tend to tired horses, and so forth. "Push" a Domestic Animal: An animal handler who "pushes" a domestic animal can get more out of it than it usually gives. For example, the handler could command a poorly trained dog or drive draft animals to extra effort. Teach an Animal Tasks: With this skill, you can teach a domestic animal some tricks. You can train one type of animal per rank (chosen when the ranks are purchased) to obey commands and perform simple tricks. Animals commonly trained include dogs, horses, mules, oxen, falcons, and pigeons. You can work with up to three animals at one time, and you can teach them general tasks such asguarding, attacking, carrying riders, performing heavy labor, hunting and tracking, or fighting beside troops. An animal can be trained for one general purpose only. Teach an Animal Unusual Tasks: This is similar to teachign an animal tasks, except that the tasks can be something unusual for that breed of animal, such as training a bear to be a riding animal. Alternatively, you can use this aspect of Handle Animal to train an animal to perform specialized tricks, such as teaching a horse to rear on command or come when whistled for, or teaching a falcon to pluck objects from someone's grasp. Rear a Wild Animal or Beast: Rearing an animal or beast involves raising a wild creature from infancy so that it is domesticated. A handler can rear up to three creatures of the same type at once. A successfully domesticated animal or beast can be taught tricks at the same time that it's being raised, or can be taught as a domesticated animal later. Train a Wild Animal or Beast: The character can train the wild creature to do certain tricks, but only at the character's command. The creature is still wild, though usually controllable. Retry: For handling and pushing domestic animals, yes. For training and rearing, no. Special: A character with 5 or more ranks of Animal Empathy gets a +2 synergy bonus on Handle Animal checks with animals. A character must have 9 or more ranks of Animal Empathy to get the same +2 synergy bonus on Handle Animal checks with beasts. A character with 5 or more ranks of Handle Animal gets a +2 synergy bonus on Ride checks. An untrained character can use a Charisma check to handle and push animals. Heal (WIS) Use this skill to keep a badly wounded friend from dying, to help others recover faster from wounds, to keep your friend from succumbing to a blade forged at Shayol Ghul, or to treat disease. Check: The DC and effect depend on the task you attempt.
Task DC
First Aid 15
Long-term care. 15
Treat poison. Poison's DC
Treat disease. Disease's DC
First Aid: First aid usually means saving a dying character. If a character has negative hit points and is losing hit points (at 1 per round, 1 per hour, or 1 per day), you can make her stable. The character regains no hit points, but she does stop losing them. The check can be made as a move or attack action. (See Dying, page 144.) Long-term Care: Providing long-term care means treating a wounded person for a day or more. If successful, the patient recovers hit points or ability score points (lost to temporary damage) at twice the normal rate: 2 hit points per level for each day of light activity, 3 hit points per level for each day of complete rest, and 2 ability score points per day. YOu can tend up to six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself. A healer's kit (page 126) or the appropriate herbs (such as those a village Wisdom might carry) each provide a +2 circumstance bonus on Heal checks. Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your result in place of her saving throw if your Heal result is higher. Treat Disease: To treat a disease means to tend a diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. The diseased character uses your result in place of his or her saving throw if your Heal result is higher. Use Healer's Balm: A trained healer can use this substance more effectively to restore another character's lost hit points. When applying healer's balm (page 128) to another character, make a Heal check against the following table.
Heal Check Additional Converted Damage
0-9 None
10-14 1 hp
15-20 2 hp
21-24 3 hp
25+ 4 hp
The result of the check tells you how many additional hit points this application of healer's balm provides to the injured character. This check may also be made when stabilizing a character that is at negative hit points (in addition to stabilizing, the injured character regains the additional hit points). This application of the Heal skill cannot be used untrained. Special: If you have 5 or more ranks in Profession (herbalist), you get a +2 synergy bonus on Heal checks. Hide (DEX) Armor Check Penalty Use this skill to sink back into the shadows and proceed unseen, approach a guard post under cover of trees and brush, or tail someone through a bustling city without being noticed. Check: Your Hide check is opposed by the Spot check of anyone who might see you. You can move up to one-half your normal speed and hide at no penalty. At more than one-half and up to your full speed, you suffer a -5 penalty. It's pracitcally impossible (-20) penalty to hide while running or charging. For example, Eben Darl has a speed of 10 meters. If he doesn't want to take a penalty on his Hide check, he can move only 5 paces as a move action (and thus 10 meters in a round). Your check is also modified by your size:
Size Modifier Size Modifier
Fine +16 Large -4
Diminutive +12 Huge -8
Tiny +8 Gargantuan -12
Small +4 Colossal -16
Medium +0
If people are observing you, even casually, you can't hide. You can run around a crover so that you're out of sight and then hide, but the others then know at least where you went. If your observers are momentarily distracted (as by a Bluff check), though, you can attempt to hide. While the others turn their attention from you, you can attempt a Hide check if you can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 3 feet for every 3 ranks you have in Hide.) This check, however, is at -10 because you have to move fast. Creating a Diversion to Hide: You can use the Bluff skill to help you hide. A successful Bluff check can give you the momentary diversion you need to attmept a Hide check while people are aware of you. Innuendo (WIS) Trained Only You know how to give and understand secret messages while appearing to be speaking about other things. Two nobles, for example, might seem to be discussing hunting when they're really hatching a plan to bring down a member of the king's privy council. Check: You can get a message across to another character with the Innuendo skill. The DC for a basic message is 10. The DC is 15 or 20 for complex messages, especially those that rely on getting across new information. Also, the character can try to discern the hidden message in a conversation between two other characters that are using this skill. The DC is the skill check of the character using Innuendo, and for each piece of information that the eavesdropper is missing, that character suffers a -2 penalty on the check. For example, if a character eavesdrops on people planning to assassinate a visiting diplomat, the eavesdropper suffers a -2 penalty if he doesn't know about the diplomat. Whether trying to send or intercept a message, a failure by 5 or more points means that some false information has been implied or inferred. The GM makes your Innuendo check secretly so that you don't necessarily know whether you were successful. You cannot use Innuendo to communicate if you do not speak the same language as the person with whom you are communicating, or to listen in if you do not speak the language being spoken. If you speak the same language, but not the same dialect (if you speak Common (midlands) and the conversation is in Common (Tairen), for example), you suffer a -2 penalty to Innuendo checks. Retry: Generally, retries are allowed when trying to send a message, but not when intercepting one. Each retry carries teh chance of miscommunication. Special: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus on your check to transmit a message. If you have 5 or more ranks in Sense Motive, you get a +2 synergy bonus on your check to intercept (but not to transmit) a message. Intimidate (CHA) Use this skill to get a blustering guard to back down or make a prisoner give you the information you want. Intimidation includes verbal threats and body language. Check: You can change others' behavior with a successful check. The DC is typically 10 plus the target's level. Any bonuses that a target may have on saving throws against fear increase the DC. Intimidate requires a full-round action. Retry: Generally, retries don't work. Even if the intimidate check succeeds, the other character can only be intimidated so far, and a retry doesn't help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile. Special: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus on Intimidate checks. Intuit Direction (WIS) Trained Only You have an innate sense of direction. Check: By concentrating for 1 minute, you can determine where true north lies in relation to yourself (DC 15). If the check fails, you cannot determine direction. On a natural roll of 1, you err and mistakenly identify a random direction as true north. The GM makes your check secretly so that you don't know whether you rolled a successful result or a 1. Retry: You can use Intuit Direction more than once per day. The roll represents how sensitive to direction you are that day. Use the number you rolled for all other checks in the same day. Special: Untrained characters can't use an innate sense of direction, but they could determine direction by finding clues. Jump (STR) Armor Check Penalty Use this skill to leap over pits, vault low fences, or reach a tree's lowest branches. Check: You jump a minimum distance plus an additional distance depending on the amount by which your Jump check result exceeds 10. The maximum distance of any jump is a function of your height.
Type of Jump Minimum Distance Additional Distance Maximum Distance
Running Jump* 5 ft. +1 ft./1 point above 10 Height x 6
Standing Jump 3 ft. +1 ft./2 points above 10 Height x 2
Running High Jump* 2 ft. +1 ft./4 points above 10 Height x 1/2
Standing High Jump* 2 ft. +1 ft./8 points above 10 Height
Jump Back 1 ft. +1 ft./8 points above 10 Height
*You must move 20 feet before jumping. A character can't take a running jump in heavy armor. The distances listed are for characters with speeds of 30 feet. If you have a lower speed (From armor, encumbrance, or weight carried, for instance), reduce the distance jumped proportionally. If you have a higher speed (because you're an algai'd'siswai, for instance), increase the distance jumped proportionally, but not the maximum distance. For example, Andric, an algai'd'siswai, has a Jump skill modifier of +2 (no ranks, +3 strength bonus, -1 armor check penalty) and a base speed of 40 feet. He attempts a running jump across a 10-foot wide chasm, and his player rolls an 11 for a result of 13. That's 3 over 10, so he clears 3 feet more than the minimum distance, or 8 feet. Also, his base speed is one-third higher than normal (40 feet instead of 30 feet), so his jumping distance is likewise one-third greater. Adding one-third of 8 feet to 8 feet yields another 2 feet, 8 inches, for a total of 10 feet, 8 inches. Andric clears the chasm by 8 inches. Distance moved by jumping is counted against maximum movement in a round normally. For example, Andric runs 20 feet toward the chasm, leaps 10 feet over it, and then moves an additional 10 feet to be next to a Trolloc. He can now attack the Trolloc, since he can move 40 feet and make an attack in the same round. If you intentionally jump down from a height, you might take less damage than if you just fall. If you succeed at a Jump check (DC 15), you take damage as if you had fallen 10 feet less than you actually did. Special: If you have 5 or more ranks in Tumble, you get a +2 synergy bonus on Jump checks. A character who has the Run feat and who makes a running jump increases the distance of height he clears by one-fourth, but not past the maximum. Knowledge (INT) Trained Only Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Below are typical fields of study. With your GM's approval, you can invent new areas of knowledge. Check: Answering a questions within your field of sutdy has a DC of 10 (for really easy questions), 15 (for basic questions, or 20 to 30 (for really tough questions). Retry: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something you never learned in the first place. Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.



Listen (WIS)
Use this skill to hear approaching enemies, detect someone sneaking up on you from behind, or eavesdrop on someone 
else's conversation.
  Check:  Make a Listen check against a DC that reflects how quiet the noise is that you might hear or 
against an opposed Move Silently check.
  The GM may make the Listen check so that you don't know whether not hearing anything means that nothing is there 
or that you rolled low.

DC Sound
0 People talking
5 A person in medium armor walking at a slow pace, trying not to make noise.
10 An unarmored person walking at a slow pace, trying not to make any noise.
15 A 1st-level wanderer using Move Silently within 10 feet of the listener.
25 A draghkar stalking its prey.
30 A myddraal moving over a smooth surface.
+1 Per 10 feet from the listener.
+5 Through a door.
+15 Through a stone wall.
In the case of people trying to be quiet, the listed DCs could be replaced by Move Silently checks, in which case the listed DC would be the average result (or close to it). A listen check is either a reaction or a full-round action if you actively attempt to hear something. Retry: You can make a Listen check every time you have the opportunity to hear something in a reactive manner. As a full-round action, you may attmempt to hear something that you failed to hear previously. Special: When several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for all the listeners' skill checks. A character with the Alertness feat gets a +2 synergy bonus on Listen checks. Move Silently (DEX) Armor Check Penalty You can use this skill to sneak up behind an enemy or slink away without being noticed. Check: Your Move Silently check is opposed by the Listen check of anyone who might hear you. You can move up to one-half your nomral speed at no penalty. At more than one-half and up to your full speed, you suffer a -5 penalty. It's practically impossible (-20 penalty) to move silently while running or charging. Open Lock (DEX) Trained Only You can pick padlocks, finesse combination locks, and solve puzzle locks. The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, blank key, wire, or similar implement). Attempting an Open Lock check without a set of thieves' tools (page 126) carries a -2 circumstance penalty, even if a simple tool is employed. The use of masterwork thieves' tools enables you to make the check with a +2 circumstance bonus. Check: Opening a lock entails 1 round of work and a successful check. (It is a full-round action.)
Lock DC Lock DC
Very simple lock 20 Good lock 30
Average lock 25 Amazing lock 40
Special: Untrained characters cannot pick locks, but they might successfully force them open. Perform (CHA) You are skilled in some type of artistic expression and know how to put on a show. Perform is actually a number of separate skils. Possible Perform types include ballad, chant, comedy, dance, drama, drums, epic, flute, harp, lute, mime, ode, singing, juggling, storytelling, and horn. (The GM may authorize other types.) YOu are capable of one form of performance per rank. Check: You can impress audiences with you talent and skill. Performing requires time, usually several minutes to an hour or more. A masterwork musical instrument (page 126) gives a +2 circumstance bonus on Perform checks that involve the use of the instrument.
DC Performance
10 Routine performance. Trying to earn silver by playing in public is essentially begging. You earn 1d10 silver pennies per day.
15 Enjoyable performance. In a prosperous locale you can earn 2d10 sp per day.
20 Great performance. In a prosperous locale, you can earn 3d10 sp per day. With time, you may be invited to join a professional troupe or band, or become an entertainer-in-residence for a minor house.
25 Memorable performance. In a prosperous locale you can earn 1d6 mk per day. With time, you may come to the attention of a wealthy noble or house patrons.
30 Extraordinary performance. In a prosperous locale, you can earn 3d6 mk per day. With time, you may draw attention from distant potential patrons, perhaps even royalty.
Retry: Retries are allowed, but they don't negate previous failures, and an audience that has been unimpressed in the past is going to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.) Special: In addition to using the Perform skill, a character could entertain people with the Tumble skill. Pick Pocket (DEX) Trained Only, Armor Check Penalty You can cut or lift a purse and hide it on your person, palm an unattended object, or perform some feat of legerdemain with an object no larger than a hat or loaf of bread. Check: A check against DC 10 lets you palm a coin-sized, unattended object. Minor feats of legerdemain, such as making a coin disappear, are also DC10 unless an observer is determined to note where the item went. When performing this skill under close observation, your skill check is opposed by the observer's Spot check. The observer's check doesn't prevent you from performing the action, just from doing it unnoticed. When you try to take something from another person, your opponent makes a Spot check to detect the attempt. To retrieve the item, you must roll a 20 or higher, regardless of the opponent's check result. The opponent detects the attempt if her check result beats your check result, regardless of whether or not you got the item. Retry: A second Pick Pocket attempt against the same targer, or when being watched by the same observer, has a DC +10 higher than the first skill check if the first check failed or if the attempt was noticed. Special: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus on Pick Pocket checks. Profession (WIS) Trained Only You are trained in a livelihood or a professional role, such as apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, gambler, guide, herbalist, herdsman, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, siege engineer, stable hand, tanner, teamster, woodcutter, and so forth. Like Craft, Profession is actually a number of separate skills. For instance, you could have the skill Profession (cook). Your ranks in that skill don't affect any checks you happen to make for milling or mining. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. While a Craft skill represents skill in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. To draw a modern analogy, if an occupation is a service industry, it's probably a Profession skill. If it's in the manufacturing sector, it's probably a Craft skill. Check: You can practice your trade and make a decent living, earning about half your check result in silver marks per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise untrained helpers, and how to handle common problems. For example, a sailor knows how to tie several basic knots, how to tend and repair sails, and how to stand a deck watch at sea. The GM sets DCs for specialized tasks. Retry: An attempt to use a Profession skill to earn an income cannot be retried. You are stuck with whatever weekly wage your check result brought you. (Another check may be made after a week to determine a new income for the next period of time.) An attempt to accomplish some specific task can usually be retried. Special: Untrained laborers and assistants earn an average of 1 silver penny per day. Read Lips (DEX) Trained Only; Wanderer Only You can understand what others are saying by watching their lips. Check: You must be within 30 feet of the speaker and be able to see her speak. You must be able to understand the speaker's language. If you speak the same language, but not the same dialect (if you speak Common (midlands) and the target speaks Common (Tairen), for example), you suffer a -2 penalty. The base DC is 15, and it is higher for complex speech or an inarticulate speaker. you have to concentrate on reading lips for a full minute before making the skill check, and you can't perform some other action during this minute. You can move at half speed but not any faster, and you must maintain a line of sight to the lips being read. If the check succeeds, you can understand the general content of a minute's worth of speaking, but you usually still miss certain details. If the check fails, you can't read the speaker's lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech. The GM rolls your check so you don't know whether you succeeded or missed by 5. Retry: The skill can be used once per minute. Ride (DEX) You can ride a particular type of mount (usually a horse, but possibly a different mount). When you select this skill, choose the type of mount you are familiar with. For this purpose, "horses" includes mules, donkeys, and ponies. If you use the skill with a different mount (such as riding a torm when you're used to riding horses), your rank is reduced by 2 (but not below 0). If you use this skill with a very different mount (such as riding a raken when you're used to riding horses), your rank is reduced by 5 (but not below 0). Check: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. Mounting or dismounting is a move action. Some tasks require checks:
Task DC Task DC
Guide with knees 5 Leap 15
Stay in saddle 5 Control mount in battle 20
Fight with warhorse 10 Fast mount or dismount 20*
Cover 15 Soft fall 15
*Armor check penalty applies. Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make the check at the start of your round. If you fail, you can only use one hand this round because you need to use the other to control your mount. Stay in Saddle: You cat react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You can't attack or cast weaves while using your mount as cover. If you fail, you don't get the cover benefit. Soft Fall: You react instantly to try to take no damage when you fall off a mount, such as when it is killed or when it falls. If you fail, you take 1d6 points of falling damage. Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride skill modifier or the mount's Jump skill modifier (whichever is lower) to see how far the mount can jump. The DC (15) is what you need to roll stay on the mount when it leaps. Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, or heavy horse while in combat. If you fail, you can do nothing else that round. You do no need to roll for warhorses. Fast Mount or Dismount: You can mount or dismount as a free action. If you fail the check, mounting or dismounting is a move action. (You can't attempt a fast mount or dismount unless you can perform the mount or dismount as a move action this round.) Special: If you are riding bareback, you suffer a -5 penalty on Ride checks. If you have 5 or more ranks in Handle Animal, you get a +2 synergy bonus on Ride checks. The Ride skill is a prerequisite for the feats Mounted Combat, Mounted Archery, Trample, Ride-By Attack, and Spirited Charge. See the feat descriptions in Chapter 5: Feats for details. Search (INT) You can scour an area for lost items, find hidden compartments, locate traps, and discern other details not readily apparent to the casual observer. The Spot skill lets you notice something, such as a hiding assassin. The Search skill lets a character discern some small detail or iregularity through active effort. Check: You generally must be within 10 feet of the object or surface to be serached. It takes 1 round to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side; doing so is a full-round action.
DC Task
10 Ransack an area to find a certain item.
20 Notice a typical secret compartment, a simple trap, or an obscure clue.
25+ Find a complex or well-hidden secret compartment or trap; notice an extrememly obscure clue.
Special: A character that does not have the Track feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less. Sense Motive (WIS) Use this skill to tell when someone is bluffing you. This skill represents sensitivity to the body language, speech habits, and mannerisms of others. Check: A successful check allows you to avoid being bluffed (See the Bluff skill, page 72). You can also use this skill to tell when something odd is going on that you were unaware of or assess someone's trustworthiness. Trying to gain information with this skill takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you. In addition, you can use this skill to make a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy. The DC for such a hunch is 20. Retry: No, though you may make a Sense Motive check for each bluff made on you. Speak Language (None) Trained Only The Language skill doesn't work like a standard skill. Retry: Not applicable. Spot (WIS) Use this skill to notice opponents waiting in ambush, to see an assassin lurking in the shadows, or to discern soldiers in the distance. Check: The Spot skill is used primarily to detect characters or creatures that are hiding. Typically, Spot is opposed by the Hide check of the character trying not to be seen. Sometimes a creature isn't intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it. Spot is also used to detect someone in disguise (see the Disguise skill, page 76). Spot is either a reaction or a full-round action if you actively take the time to try to notice something.
Condition Penalty
Per 10 feet of distance -1
Spotter distracted -5
Retry: You can make a Spot check every time you have the opportunity to notice something in a reactive manner. As a full-round action, you may attempt to spot something that you failed to spot previously. Special: A character with the Alertness feat gets a +2 synergy bonus on Spot checks. Swim (STR) Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on. Check: A successful Swim check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action. Roll once per round. If you fail, you make no progress through the water. If you fail by 5 or more, you go underwater and start to drown (See suffocation and Drowing, page 230). If you are underwater (whether drowning or swimming underwater intentionally), you suffera cumulative -1 penalty to your Swim check for each consecutive round you've been underwater. The DC for the Swim check depends on the water:
Water DC
Calm water 10
Rough water 15
Stormy water 20
Retry: A new check is allowed the round after a check is failed. Special: Each hour that you swim, make a Swim check against DC 20 or suffer 1d6 points of subdual damage from fatigue. Instead of an armor check penalty, you suffer a penalty of -1 for every 5 pounds of gear you carry. Tumble (DEX) Trained Only; Armor Check Penalty You can dive, roll, somersault, flip, and so on. You can't use this skill if your speed has been reduced by armor or excess equipment (see Encumbrance, page 110). Check: You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as with the Perform skill).
DC Task
15 Treat a fall as if it were 10 feet shorter when determining damage.
15 Tumble up to 20 feet (as part of a normal movement) past opponents as if they were not there. Failure means you stop immediately upon moving adjacent to the opponent.
25 Tumble up to 20 feet (as part of a normal movement), moving through areas occupied by opponents (over, under, or around them as if they weren't there). Failure means you stop just before moving into the nearest opponent's square.
Retry: An audience, once it has judged a tumbler as uninteresting, is not receptive to repeat performances. You can try to reduce damage from a fall as an instant reaction once per fall. You can attempt to tumble as part of movement once per round. Special: A character with 5 or more ranks in Tumble gains a +3 dodge defense bonus when executing the fight defensively standard or full-round action instead of a +2 dodge Defense bonus (see Fighting Defensively, page 141). A character with 5 or more ranks in Tumble gains a +6 dodge Defense bonus when executing the total defense attack action instead of a +4 dodge Defense bonus (see Total Defense, page 140). Any untrained check involving maintaining balance (such as on a narrow ledge) that doesn't require special moves is simply a Dexterity check. Use Rope (DEX) With this skill, you can make firm knots, undo tricky knots, and bind prisoners with ropes. Check: Most tasks with a rope are relatively simple.
DC Task
10 Tie a firm knot.
15 Tie a special knot, such as one that slips, slides slowly, or loosens with a tug.
15 Tie a rope around oneself one-handed.
15 Splice two ropes together (takes 5 minutes).
When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check. You get a special +10 inherent bonus on the skill check because it is typically easier to bind someone that to escape from being tied up. You don't even make your Use Rope check until someone tries to escape. Special: A silk rope gives a +2 circumstance bonus on Use Rope checks. If you have 5 or more ranks in Escape Artist, you get a +2 synergy bonus on checks to bind someone. Wilderness Lore (WIS) Use this skill to hunt wild game, guide a party safely through frozen wastelands, identify signs of a Trolloc unit's passage, or avoid natural hazards. With the Track feat, you can also use this skill to track foes through the wilderness. Check: You can keep yourself and other safe and fed in the wild.
DC Task
10 Get along in the wild. Move up to on-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10. Extreme environments (such as the Aiel Waste) may increase the DC of your check.
15 Gain +2 on all Fortitude saves against severe weather while moving up to one-half you overland speed, or gain +4 if stationary. You may grant the same bonus to one other hero for every 1 point by which the check result exceeds 15.
15 Avoid getting lost and avoid natrual hazards, such as quicksand.

Channeler Skills

Composure (WIS) Trained Only You are particularly good at maintaining inner calm. Check: You can maintain your calm in the face of fear, stress or trying emotional circumstances. With a successful check against DC 15, you gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks made under heated social circumstances for the next 10 minutes. A successful check against DC 20 allows you to quickly fall asleep, even if you are not particularly tired. This is useful if your opportunities to rest are not regular, or if you are a dreamwalker who wishes to enter the dream realsm without delay. A successful check against DC 25 allows you to remain comfortable in moderate extremes of temperature. Heat that might cause others to break out into a heavy sweat - or cold that sends them into nuddled shivers - causes you only mild discomfort. This use of the skill provides a +5 bonus on Concentration checks made for distractions due to weather. It does not protect you against the elements, however - conditions that might damage your character (extreme heat or freezing cold) are just as dangerous. In combat situations, a successful check against DC 20 gives you a +1 bonus on attack rolls for 5 rounds. Composure checks are always full-round actions. Each check must have a specific goal: A successful Composure check to resist the discomfort of freezing temperatures would not automatically grant a +2 bonus on Bluff, Diplomacy, and Intimidate checks, for example. Retry: Normally, you can't retry a Composure check. Invert (INT) Lost; Trained Only; Initiate, Wilder Only Using this skill, a channeler can conceal from the sight of other channelers a weave that he or she has cast. Note that only male channelers can see weaves cast by other male channelers, and only females can see those cast by female channelers. Check: The channeler may only use the Invert skill on his or her own weaves. The Invert check must be made immediately after the weave is cast. By succeeding at a skill check (DC 10 + the weave's casting level), the weave is successfully hidden from most other channelers. Only the weave itself is hidden - all of its effects continue to occur as they normally would, and are visible as usual. For example, a wilder might cast a create fire weave to light a fire. Inititates in the same room (as well as anyone else there) would see firelight as normal - but they would not see the weave that casued it, and therefore would not know who started it (thought they would probably suspect that a spontaneously sparked fire was started using the One Power). A particularly useful application of this skill is to disguise a person or item, inverting the weave so that even other channelers could not easily tell that its appearance isn't natural. Initiates or wilders with the Sense Residue feat (and of the same gender as the caster) have a chance of seeing the weave. Your Invert check is opposed by the Weavesight check of any such person who might see your weave. Retry: You may only attempt to invert a weave once, just as it is being cast. If the Invert check is failed, that casting of the weave cannot be inverted. You only option is to release the weave and cast it again, or to leave it uninverted. Weavesight (INT) Initiate, Wilder Only Use this skill to identify weaves as they are cast or that are held or tied off. Note that even with this skill, only male channelers can see weaves cast by other male channelers, and only females can see those cast by female channelers. Check: You can identify a weave and its efects, and learn to cast the weave.
DC Task
10 Identify which of the Five Powers are used in the weave.
15 Identify the weave. If you are familiar with the weave, you know its name and effects; if not, you sense its general effect.
20 Learn the weave, if it is of a level you are capable of casting without overchanneling.
25 Learn the weave, if it is of a level you could cast while overchanneling.
If your check result is less than 10, you can see the weave but can't find out anything about it. Retry: You can retry if the caster recasts the weave. If the caster is holding or has tied off the weave, you may retry after studying it for 10 minutes. Residues are harder to see; if retrying when using the Sense Residue feat, each retry not only requires 10 minutes of study, but also increases the DC by 5. Special: You suffer a -5 penalty to attempts to learn a weave if it does not use any of the Five Powers for which you have an Affinity. If you have the Sense Residue feat, you may attempt to use Weavesight on a weave that was recently cast but which is no longer held or tied off. Make the check with a - penalty if the weave was released within the past 2 hours, a -5 penalty if released more than two hours ago but within 24 hours, a -10 penalty if released more than one day ago but within one week, and a -15 penalty if released more than a week ago but within one month. You cannot use Weavesight on weaves released more than one month ago. If you have the Sense Residue feat, you may also attempt to recognize inverted weaves. If you do not succeed at a DC of at least 10, you do not spot the weave at all. Attempts to spot inverted weaves cannot be retried.

Modern Skills

Balance (Dex) Armor Penalty Check: The character can walk on a precarious surface. A successful check lets the character move at half his or her speed along the surface as a move action. A failure indicates that the character spends his or her move action keeping his or her balance and does not move. A failure by 5 or more indicates that the character falls. The difficulty varies with the conditions of the surface.
Narrow Surface" DC* Difficult Surface DC
7-12 in. wide 10 Uneven or angled 10
2-6 in. wide 15 Slippery surface 10
Less than 2 in. wide 20
*Add +5 to the DC if the narrow surface is slippery or angled; add +10 if it is both slippery and angled. Being Attacked While Balancing: While balancing, the character is flat-footed (the character loses his or her Dexterity bonus to Defense, if the character has one), unless the character has 5 or more ranks in Balance. If the character takes damage, he or she must make a Balance check again to remain standing. Accelerated Movement: The character can try to cross a precarious surface more quickly than normal. The character can move his or her full speed, but the character takes a -5 penalty on his or her Balance check. (Moving twice the character�s speed in a round requires two checks, one for each move action.) The character can attempt to charge across a precarious surface. Charging requires one Balance check at a -5 penalty for each multiple of the character�s speed (or fraction thereof) that the character charges. Special: A character can take 10 when making a Balance check, but can�t take 20. A character with the Focused feat gets a +2 bonus on all Balance checks. Time: Balancing while moving one-half the character�s speed is a move action. Accelerated movement, allowing the character to balance while moving his or her full speed, is also a move action. Bluff (Cha) Check: A Bluff check is opposed by the target�s Sense Motive check when trying to con or mislead. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can work against the character: The bluff is hard to believe, or the action that the bluff requires the target to take goes against the target�s self-interest, nature, personality, or orders. If it�s important, the GM can distinguish between a bluff that fails because the target doesn�t believe it and one that fails because it asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the target�s Sense Motive check succeeds by 10 or less, then the target didn�t so much see through the bluff as prove reluctant to go along with it. If the target�s Sense Motive check succeeds by 11 or more, he has seen through the bluff, and would have succeeded in doing so even if it had not placed any demand on him (that is, even without the +10 bonus). A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1 round or less), or the target believes something that the character wants him or her to believe. A bluff requires interaction between the character and the target. Targets unaware of the character can�t be bluffed.
Example Circumstances Sense Motive Modifier
The target wants to believe the character. -5
The bluff is believable and doesn't affect the target much one way or the other. +0
The bluff is a little hard to believe or puts the target at some kind of risk. +5
The bluff is hard to believe or entails a large risk for the target. +10
The bluff is way out there; it's almost too incredible to consider +20
A bluff is not the same thing as a lie. A bluff is a quick prevarication intended to distract, confuse, or mislead, generally only for the short term. A bluff is not intended to withstand long-term or careful scrutiny, but rather to momentarily deter an action or decision. Bluffs involve attitude and body language. Bluffs often include lies, but they usually aren�t very sophisticated and aren�t intended to deceive the target for more than a few moments. A lie, on the other hand, is a simple misrepresentation of the facts. Body language and attitude aren�t a big part of communication. The lie may be very sophisticated and well thought-out, and is intended to deceive a character at least until he or she discovers evidence to the contrary. A character should not make a Bluff check every time he or she utters a lie. Feinting in Combat: A character can also use Bluff to mislead an opponent in combat so that the opponent can�t dodge the character�s attack effectively. If the character succeeds, the next attack the character makes against the target ignores his or her Dexterity bonus to Defense (if the opponent has one), thus lowering his or her Defense score. Using Bluff in this way against a creature of animal intelligence (Int 1 or 2) requires a -8 penalty on the check. Against a nonintelligent creature, feinting is impossible. Creating a Diversion to Hide: A character can use Bluff to help him or her hide. A successful Bluff check gives the character the momentary diversion needed to attempt a Hide check while people are aware of the character. Sending a Secret Message: A character can use Bluff to send and understand secret messages while appearing to be speaking about other things. The DC for a basic message is 10. Complex messages or messages trying to communicate new information have DCs of 15 or 20. Both the sender and the receiver must make the check for the secret message to be successfully relayed and understood. Anyone listening in on a secret message can attempt a Sense Motive check (DC equal to the sender�s Bluff check result). If successful, the eavesdropper realizes that a secret message is contained in the communication. If the eavesdropper beats the DC by 5 or more, he or she understands the secret message. Whether trying to send or intercept a message, a failure by 5 or more points means that one side or the other misinterprets the message in some fashion. Try Again: Generally, a failed Bluff check makes the target too suspicious for the character to try another bluff in the same circumstances. For feinting in combat, the character may try again freely. Special: A character can take 10 when making a bluff (except for feinting in combat), but can�t take 20. A character with the Deceptive feat gets a +2 bonus on all Bluff checks. Time: A bluff takes at least 1 round (and is at least a full-round action) but can take much longer if the character tries something elaborate. Using Bluff as a feint in combat is an attack action. Climb (Str) Armor Penalty Check: With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. A failed Climb check indicates that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height he or she had already attained (unless the character is secured with some kind of harness or other equipment). The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the DC by 5. Since the character can�t move to avoid an attack, he or she is flat-footed while climbing (the character loses any Dexterity bonus to Defense). Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls from his or her current height and sustains the appropriate falling damage. Accelerated Climbing: A character can try to climb more quickly than normal. The character can move his or her full speed, but the character takes a -5 penalty on his or her Climb check. (Moving twice the character�s speed in a round requires two checks, one for each move action.) Making Handholds and Footholds: A character can make handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In similar fashion, a climber with an ice axe or other proper implement can cut handholds or footholds in an ice wall. Catching Yourself When Falling: It�s practically impossible for a character to catch him or herself on a wall while falling. Make a Climb check (DC equal to wall�s DC + 20) to do so. A slope is relatively easier to catch on (DC equal to slope�s DC + 10). Special: Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use two times a character�s maximum load to determine how much weight he or she can lift. A character can take 10 while climbing, but can�t take 20. A character without climbing gear takes a -4 penalty on Climb checks. At the GM�s discretion, certain kinds of climbing attempts might require only a rope or some other implement, or even just one�s hands and feet, rather than a full set of climbing gear to avoid the penalty. A character with the Athletic feat gets a +2 bonus on all Climb checks.
DC Example Wall or Surface or Task
0 A slope too steep to walk up.
5 A knotted rope with a wall to brace against.
10 A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and stand on, such as a rugged cliff face.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock surface, a tree, or a chain-link fence. An unknotted rope. Pulling yourself up when dangling by your hands.
20 An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds.
25 A rough surface with no real handholds or footholds, such as a brick wall.
25 Overhang or ceiling with handholds but no footholds.
- A perfectly smooth, flat, vertical surface can�t be climbed.
-10* Climbing inside an air duct or other location where one can brace against two opposite walls.
-5* Climbing a corner where a character can brace against perpendicular walls.
+5* Surface is slippery (increases normal DC by 5).
*These modifiers are cumulative; use any that apply. Time: Climbing at one-half your speed is a full-round action. Moving half that far (one-fourth the character�s speed) is a move action. Accelerated climbing, allowing the character to climb at his or her full speed, is a full-round action. A character can move half that far (one-half his or her speed) as a move action. Computer Use (Int)Check: Most normal computer operations don�t require a Computer Use check (though a character might have to make a Research check). However, searching an unfamiliar network for a particular file, writing computer programs, altering existing programs to perform differently (better or worse), and breaking through computer security are all relatively difficult and require skill checks. Find File: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching. Finding public information on the Internet does not fall under this category; usually, such a task requires a Research check. This application of the Computer Use skill only pertains to finding files on private systems with which the character is not familiar.
Size of Site DC Time
Personal computer 10 1 round
Small office network 15 2 rounds
Large office network 20 1 minute
Massive corporate network 25 10 minutes
Defeat Computer Security: This application of Computer Use can�t be used untrained. The DC is determined by the quality of the security program installed to defend the system. If the check is failed by 5 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character�s access to the system. Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks at that site until the end of the character�s session (see Computer Hacking below).
Level of Security DC
Minimum 20
Average 25
Exceptional 35
Maximum 40
Computer Hacking Breaking into a secure computer or network is often called hacking. When a character hacks, he or she attempts to invade a site. A site is a virtual location containing files, data, or applications. A site can be as small as a single computer, or as large as a corporate network connecting computers and data archives all over the world-the important thing is that access to the site connects the user to everything within it. Some sites can be accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site. Every site is overseen by a system administrator-the person in charge of the site, and who maintains its security. Often, the system administrator is the only person with access to all of a site�s functions and data. A site can have more than one system administrator; large sites have a system administrator on duty at all times. A character is the system administrator of his or her personal computer. When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the session is over. The character can go back to the site in the future; when he or she does, it�s a new session. Several steps are required to hack into a site: Covering Tracks: This step is optional. By making a Computer Use check (DC 20), a character can alter his or her identifying information. This imposes a -5 penalty on any attempt made to identify the character if his or her activity is detected. Access the Site: There are two ways to do this: physically or over the Internet. Physical Access: A character gains physical access to the computer, or a computer connected to the site. If the site being hacked is not connected to the Internet, this is probably the only way a character can access it. A variety of skill checks may be required, depending on the method used to gain access. Internet Access: Reaching a site over the net requires two Computer Use checks. The first check (DC 10) is needed to find the site on the net. The second is a check to defeat computer security (see the Computer Use skill description). Once a character has succeeded in both checks, the character has accessed the site. Locate What You�re Looking For: To find the data (or application, or remote device) the character wants, make a Computer Use check. See Find File under the skill description. Defeat File Security: Many networks have additional file security. If that�s the case, the character needs to make another check to defeat computer security. Do Your Stuff: Finally, the character can actually do what he or she came to do. If the character just wants to look at records, no additional check is needed. (A character can also download data, although that often takes several rounds-or even several minutes, for especially large amounts of information-to complete.) Altering or deleting records sometimes requires yet another check to defeat computer security. Other operations can be carried out according to the Computer Use skill description. Defend Security: If the character is the system administrator for a site (which may be as simple as being the owner of a laptop), he or she can defend the site against intruders. If the site alerts the character to an intruder, the character can attempt to cut off the intruder�s access (end the intruder�s session), or even to identify the intruder. To cut off access, make an opposed Computer Use check against the intruder. If the character succeeds, the intruder�s session is ended. The intruder might be able to defeat the character�s security and access his or her site again, but the intruder will have to start the hacking process all over. Attempting to cut off access takes a full round. One surefire way to prevent further access is to simply shut the site down. With a single computer, that�s often no big deal-but on a large site with many computers (or computers controlling functions that can�t be interrupted), it may be time-consuming or even impossible. To identify the intruder, make an opposed Computer Use check against the intruder. If the character succeeds, the character learns the site from which the intruder is operating (if it�s a single computer, the character learns the name of the computer�s owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing the character�s site for the entire length of the check-if the intruder�s session ends before the character finishes the check, the character automatically fails. Degrade Programming: A character can destroy or alter applications on a computer to make use of that computer harder or impossible. The DC for the attempt depends on what the character tries to do. Crashing a computer simply shuts it down. Its user can restart it without making a skill check (however, restarting takes 1 minute). Destroying programming makes the computer unusable until the programming is repaired. Damaging programming imposes a -4 penalty on all Computer Use checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know that anything is wrong, and won�t simply decide to use a different computer). A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the DC for each additional computer.
Scope of Alteration DC Time
Crash Computer 10 1 minute
Destroy Programming 15 10 minutes
Damage Programming 20 10 minutes
Fixing the degraded programming requires 1 hour and a Computer Use check against a DC equal to the DC for degrading it + 5. Write Program: A character can create a program to help with a specific task. Doing so grants the character a +2 circumstance bonus to the task. A specific task, in this case, is one type of operation with one target. The DC to write a program is 20; the time required is 1 hour. Operate Remote Device: Many devices are computer-operated via remote links. If the character has access to the computer that controls such systems, the character can either shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system immediately alerts its administrator that there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off his or her access to the system.
Type of Operation DC Time
Shut down passive remote (including cameras and door locks). 20 1 rounc per remote
Shut down active remote (including motion detectors and alarms). 25 1 round per remote
Reset parameters 30 1 minute per remote
Change passcodes 25 1 minute
Hide evidence of alteration +10 1 minute
Minimum Security -5 -
Exceptional security +10 -
Maximum security +15 -
Special: A character can take 10 when using the Computer Use skill. A character can take 20 in some cases, but not in those that involve a penalty for failure. (A character cannot take 20 to defeat computer security or defend security.) A character with the Gearhead feat gets a +2 bonus on all Computer Use checks. Time: Computer Use requires at least a full-round action. The GM may determine that some tasks require several rounds, a few minutes, or longer, as described above. Concentration (Con) Check: A character makes a Concentration check whenever he or she may potentially be distracted while engaged in some action that requires his or her full attention (such as making a Disable Device or Treat Injury check). Situations such as taking damage, working in a bouncing vehicle, or dealing with severe weather can require a character to make a Concentration check. If the Concentration check succeeds, the character may continue with the action. If the Concentration check fails, the action automatically fails (with the appropriate ramifications, if any), and the action is wasted. A successful Concentration check still doesn�t allow a character to take 10 when in a stressful situation; he or she must roll the check as normal. The check DC depends on the nature of the distraction. Try Again?: Yes, though a success doesn�t cancel the effects of a previous failure, such as the disruption of an action that was being concentrated on. Special: A character can use Concentration to avoid attacks of opportunity when attempting a skill check that normally provokes attacks of opportunity. The DC to do so is 15. If the Concentration check succeeds, the character may attempt the action normally without incurring any attacks of opportunity. If the Concentration check fails, the related check automatically fails just as if the character�s concentration had been disrupted by a distraction. The character does not provoke attacks of opportunity, however. This use of Concentration applies only to skill checks. It does not apply to other actions that normally provoke attacks of opportunity, such as movement or making unarmed attacks. A character with the Focused feat gets a +2 bonus on all Concentration checks. The concentration skill has further uses for characters using magic or psionics. Time: Making a Concentration check doesn�t require an action; it is either a reaction (when attempted in response to a distraction) or part of another action (when at�tempted actively).
Distraction DC
Damaged during the action* 10 + damage dealt
Taking continuous damage during the action.** 10 + half of continuous damage las dealt
Vigorous motion (bouncy vehicle ride, small boat in rough water, belowdecks in a storm-tossed ship, riding a horse). 10
Violent motion (very rough vehicle ride, small boat in rapids, on deck of storm-tossed ship, galloping horse) 15
Extraordinarily violent motion (earthquake) 20
Entangled in net or snare 15
Grappling or pinned 20
Weather is a high wind carrying blinding rain or sleet 5
Weather is wind-driven hail, dust, or debris 10
*Such as an activity that requires more than a single full-round action. Also from an attack of opportunity or readied atack made in response to the action being taken (for activities requiring no more than a full-round action). **Such as from catching on fire. Craft (Int) This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft (writing). Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase DC of this equipment varies according to the particular Craft skill. To use Craft, first decide what the character is trying to make and consult the category descriptions below. Make a Wealth check against the given purchase DC for the object to see if the character succeeds in acquiring the raw materials. If the character succeeds at that check, make the Craft check against the given DC for the object in question. If the character fails the check, he or she does not make the object, and the raw materials are wasted (unless otherwise noted). Generally, a character can take 10 when using a Craft skill to construct an object, but can�t take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth check is required to use the skill). Craft (chemical) (Int) Trained Only This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances. Acids and Bases: Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.
Craft DCs:
Type of Acid Purchase DC Acid Base Time
Mild (1d6/1d10)* 8 15 10 1 min.
Potent (2d6/2d10)* 12 20 15 30 min.
Concentrated (3d6/3d10)* 16 30 20 1 hr.
*The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion. Explosives: Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius. If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.
Type of Scrath-Built Explosive Purchase DC Craft DC Reflex DC Time
Improvised (1d6/5 feet)* 6 10 10 1 round
Simple (2d6/5 feet) 12 15 12 10 min.
Moderate (4d5/10 feet) 16 20 12 1 hr.
Complex (6d6/15 feet) 20 25 15 3 hr.
Powerful (8d6/20 feet) 25 30 15 12 hr.
Devastating (10d6/25 feet) 30 35 18 24 hr.
*The figures in parentheses are typical damage/burst radius for each type of explosive. Scratch built explosives deal concussion damage. Poisonous Substances: Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons. Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison. Initial Damage: The damage a character takes immediately upon failing his or her Fortitude save. Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes. Purchase DC: The DC for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area. Restriction: The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market. Craft DC: The DC of the Craft check to create a quantity of the poison. Time: The amount of time required for the Craft check. If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.
Poison Type Save DC Initial Damage Secondary Damage Purchase DC Restriction Craft DC Time
Arsenic Ingested 15 1d4 Str 2d4 Con 9 Res (+2) 24 4 hr.
Atropine Injury 13 1d6 Dex 1d6 Str 3 Res (+2) 14 1 hr.
Belladonna (plant) Injury 18 1d6 Str 2d6 Str 14 Lic (+1) n/a n/a
Blue vitriol Injury 12 1d2 Con 1d2 Con 3 Res (+2) 9 1 hr.
Blue-ringed octopus venom Injury 15 1d4 Con 1d4 Con 14 Lic (+1) n/a n/a
Chloral hydrate Ingested 18 1d6 Dex Unconsciousness 1d3 hr. 12 Res (+2) 28 8 hr.
Chloroform* Inhaled 17 Unconsciousness 1d3 hours - 9 Res (+2) 24 4 hr.
Curare (plant) Injury 18 2d4 Dex 2d4 Wis 15 Res (+2) n/a n/a
Cyanide Injury 16 1d6 Con 2d6 Con 15 Mil (+2) 31 15 hr.
Cyanogen Inhaled 19 1d4 Dex 2d4 Con 12 Mil (+3) 28 8 hr.
DDT Inhaled 17 1d2 Str 1d4 Str 9 Lic (+1) 20 4 hr.
Knockout gas Inhaled 18 1d3 Dex Unconsciousness 1d3 hr. 12 Res (+2) 26 8 hr.
Lead arsenate (gas) Inhaled 12 1d2 Str 1d4 Con 6 Res (+2) 17 2 hr.
Lead arsenate (Solid) Ingested 12 1d2 Con 1d4 Con 6 Res (+2) 18 2 hr.
Mustard Gas Inhaled 17 1d4 Con 2d4 Con 12 Mil (+3) 26 8 hr.
Paris green (gas) Inhaled 14 1d2 Con 1d4 Con 9 Res (+2) 20 4 hr.
Paris green (solid) Ingested 14 1d4 Con 1d4 Con 9 Res (+2) 24 4 hr.
Puffer poison (fish) Injury 13 1d6 Str Paralysis 2d6 min. 13 Lic (+1) n/a n/a
Rattlesnake venom Injury 12 1d6 Con 1d6 Con 12 Lic (+1) n/a n/a
Sarin nerve gas Inhaled 18 1d4 Con 2d4 Con 15 Illegal (+4) 30 15 hr.
Scorpion/tarantula venom Injury 11 1d2 Str 1d2 Str 12 Lic (+1) n/a n/a
Strychnine Injury 19 1d3 Dex 2d4 Con 9 Res (+2) 23 4 hr.
Tear gas Inhaled 15 Nuseated 1d6 rounds - 9 Res (+2) 21 4 hr.
VX nerve gas Inhaled 22 1d6 Con 2d6 Con 21 Illegal (+4) 42 48 hr.
* Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful grapple check and pin. n/a: Certain poisons can't be made with the Craft skill. Instead, such a poisons must be obtained by extracting it from the creature in question. Special: A character without a chemical kit takes a -4 penalty on Craft (chemical) checks. A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks. Craft (electronic) (Int) Trained Only This skill allows a character to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices. When building an electronic device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides whether the device is simple, moderate, complex, or advanced com�pared to current technology.
Type of Scratch-Built Electronics (examples) Purchase DC Craft DC Time
Simple (timer or detonator) 8 15 1 hr.
Moderate (radio direction finder, electronic lock) 12 20 12 hr.
Complex (cell phone) 16 25 24 hr.
Advanced (computer) 22 30 60 hr.
Special: A character without an electrical tool kit takes a -4 penalty on Craft (electronic) checks. A character with the Builder feat gets a +2 bonus on all Craft (electronic) checks. Craft (mechanical) (Int) Trained Only This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology. Special: A character without a mechanical tool kit takes a -4 penalty on Craft (mechanical) checks. A character with the Builder feat gets a +2 bonus on all Craft (mechanical) checks. Craft (pharmaceutical) (Int)Trained Only This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.
Type of Scratch-built Mechanical Device (examples) Purchase DC Craft DC Time
Simple (tripwire trap) 5 15 1 hr.
Moderate (engine component, light armor) 12 20 12 hr.
Complex (automobile engine, 9mm autoloader handgun) 16 25 24 hr.
Advanced (jet engine) 20 30 60 hr.
Special: A character without a pharmacist kit takes a -4 penalty on Craft (pharmaceutical) checks. A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks. Craft (structural) (Int) This skill allows a character to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall, laying cement, and building cabinets.
Disease Fortitude Save DC Purchase DC Craft DC Time
14 or lower 5 15 1 hr.
15-18 10 20 3 hr.
19-22 15 25 6 hr.
23 or higher 20 30 12 hr.
When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty. Special: A character without a mechanical tool kit takes a -4 penalty on Craft (structural) checks. A character with the Builder feat gets a +2 bonus on all Craft (structural) checks. Craft (visual art) (Int) This skill allows a character to create paintings or drawings, take photographs, use a video camera, or in some other way create a work of visual art. When attempting to create a work of visual art, the character simply makes a Craft (visual art) check, the result of which determines the quality of the work. Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment, the basic components have a purchase DC of 5.
Type of Scratch-Built Structure (examples) Purchase DC Craft DC Time
Simple (bookcase, false wall) 5 15 12 hr.
Moderate (catapult, shed, house deck) 10 20 24 hr.
Complex (bunker, domed ceiling) 15 25 60 hr.
Advanced (house) 20 30 600 hr.
Creating a work of visual art requires at least a full-round action, but usually takes an hour, a day, or more, depending on the scope of the project. Special: A character with the Creative feat gets a +2 bonus on all Craft (visual art) checks. Craft (writing) (Int) This skill allows a character to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing. When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work. No Wealth check is necessary to use this Craft skill.
Skill Check Result Effort Achieved
9 or lower Untalented amateur
10-19 Talented amateur
20-24 Professional
25-30 Expert
31 or higher Master
Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project. Special: A character with the Creative feat gets a +2 bonus on all Craft (writing) checks. Decipher Script (Int)Trained OnlyCheck: A character can decipher writing in an ancient language or in code, or interpret the meaning of an incomplete text. The base DC is 20 for the simplest messages, 25 for standard codes, and 30 or higher for intricate or complex codes or exotic messages. Helpful texts or computer programs can provide a bonus (usually a +2 circumstance bonus) on the check, provided they are applicable to the script in question. If the check succeeds, the character understands the general content of a piece of writing, reading about one page of text or its equivalent in 1 minute. If the check fails, the GM makes a Wisdom check (DC 10) for the character to see if he or she avoids drawing a false conclusion about the text. (Success means that the character does not draw a false conclusion; failure means that the character does.) The GM secretly makes both the skill check and the Wisdom check so the character can�t tell whether the conclusion drawn is accurate or not. Try Again?: No, unless conditions change or new information is uncovered. Special: A character can take 10 when making a Decipher Script check, but can�t take 20. A character with the Studious feat gets a +2 bonus on all Decipher Script checks. Time: Decipher Script takes 1 minute or more, depending on the complexity of the code. Demolitions (Int)Trained OnlyCheck: Setting a simple explosive to blow up at a certain spot doesn�t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character�s DC to set the detonator is equal to the disarm DC. Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure�s construction. The GM makes the check (so that the character doesn�t know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius. Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off. Special: A character can take 10 when using the Demolitions skill, but can�t take 20. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks. A character without a demolitions kit takes a -4 penalty on Demolitions checks. Making an explosive requires the Craft (chemical) skill. See that skill description for details. Time: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job. Diplomacy (Cha)Check: A character can change others� attitudes with a successful check (see the table below. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party. Diplomacy can be used to influence a GM character�s attitude. The GM chooses the character�s initial attitude based on circumstances. Most of the time, the people the heroes meet are indifferent toward them, but a specific situation may call for a different initial attitude. The DCs given in the accompanying table show what it takes to change someone�s attitude with the use of the Diplomacy skill. The character doesn�t declare a specific outcome he or she is trying for; instead, make the check and compare the result to the table on the next page. Try Again?: Generally, trying again doesn�t work. Even if the initial check succeeds, the other character can only be persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his or her position, and trying again is futile. Special: A character can take 10 when making a Diplomacy check, but can�t take 20. A character with the feat gets a +2 bonus on all Diplomacy checks. Time: Diplomacy is at least a full-round action. The GM may determine that some negotiations require a longer period of time.
Skill Check Result Effort Achieved
9 or lower Untalented amateur
10-19 Talented amateur
20-24 Professional
25-30 Expert
31 or higher Master
Attitude Means Possible Actions
Hostile Will take risks to hurt or avoid you Attack, interfere, berate, flee
Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult
Indifferent Doesn't much care Act as socially expected
Friendly Wishes you well Chat, advise, offer limited help, advocate
Helpful Will take risks to help you Protect, back up, heal, aid
Bribery and Diplomacy: Offering money or another form of favor can, in the right situation, improve a character�s chances with a Diplomacy skill check. Bribery allows a character to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering. An illegal act, bribery requires two willing participants-one to offer a bribe and the other to accept it. When a character requires a bribe to render services, then a hero�s Diplomacy check automatically fails if a bribe isn�t attached to it. If a bribe isn�t required, a hero can add a bribe to get a bonus on his or her skill check. This can backfire, as some characters will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report the hero to the proper authorities. To bribe a character, make a Wealth check. Typical DCs are shown on below, but the GM may modify the DC as he or she sees fit. If the hero succeeds in the check, he or she gains a +2 bonus on the Diplomacy check. For every point by which the hero beats the DC, increase the bonus by +1 (to a total maximum bonus of +10).
Initial Attitude New Attitude
Hostile Unf. Indif. Friendly Helpful
Hostile 19 or less 20 25 35 45
Unfriendly 4 or less 5 15 25 35
Indifferent - 0 or less 1 15 25
Friendly - - 0 or less 1 15
Disable Device (Int)Trained OnlyCheck: The GM makes the Disable Device check so that the character doesn�t necessarily know whether he or she has succeeded. Open Lock: A character can pick conventional locks, finesse combination locks, and bypass electronic locks. The character must have a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). The DC depends on the quality of the lock.
Bribe Target Purchase DC
Bouncer 6
Bureaucrat 10
Informant 7
Police officer 10
Lock Type (Example) DC
Cheap (briefcase lock) 20
Average (home deadbolt) 25
High Quality (business deadbolt) 30
High security (branch bank vault) 40
Ultra-high security (bank headquarters vault) 50
Disable Security Device: A character can disable a security device, such as an electric fence, motion sensor, or security camera. The character must be able to reach the actual device. If the device is monitored, the fact that the character attempted to disable it will probably be noticed. When disabling a monitored device, the character can prevent his or her tampering from being noticed. Doing so requires 10 minutes and an electrical tool kit, and increases the DC of the check by +10.
Device Type (example) DC
Cheap (home door alarm) 20
Average (store security camera) 25
High Quality (art museum motion detector) 30
High security (bank vault alarm) 20
Ultra-high security (motion detector at Area 51) 40
Traps and Sabotage: Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. More intricate and complex devices have higher DCs. The GM rolls the check. If the check succeeds, the character disables the device. If the check fails by 4 or less, the character has failed but can try again. If the character fails by 5 or more, something goes wrong. If it�s a trap, the character springs it. If it�s some sort of sabotage, the character thinks the device is disabled, but it still works normally. A character can rig simple devices to work normally for a while and then fail some time later (usually after 1d4 rounds or minutes of use). Try Again?: Yes, though the character must be aware that he or she has failed in order to try again. Special: A character can take 10 when making a Disable Device check. A character can take 20 to open a lock or to disable a security device, unless the character is trying to prevent his or her tampering from being noticed. Possessing the proper tools gives a character the best chance of succeeding on a Disable Device check. Opening a lock requires a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Opening a locked car calls for a car opening kit. Disabling a security device requires either a mechanical tool kit or an electronic tool kit, depending on the nature of the device. If the character does not have the appropriate tools, he or she takes a -4 penalty on your check. A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device check. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Disable Device checks. Time: Disabling a simple mechanical device is a full-round action. Intricate or complex devices require 2d4 rounds. Disguise (Cha) Check: A character�s Disguise check result determines how good the disguise is. It is opposed by others� Spot check results. Make one Disguise check even if several people make Spot checks. The GM makes the character�s Disguise check secretly so that the character is not sure how well his or her disguise holds up to scrutiny. If the character doesn�t draw any attention to him or herself, however, others don�t get to make Spot checks. If the character comes to the attention of people who are suspicious, the suspicious person gets to make a Spot check. (The GM can assume that such observers take 10 on their Spot checks.) The effectiveness of the character�s disguise depends in part on how much the character is attempting to change his or her appearance. *Per step of different between teh character's age category and the disguised age category (child, young adult, adult, middle age, old, or venerable). If the character is impersonating a particular individual, those who know what that person looks like automatically get to make Spot checks. Furthermore, they get a bonus on their Spot checks.
Disguise" Modifier
Minor details only +5
Appropriate uniform or costume +2
Disguise as different sex -2
Disguised as different age category -2*
Familiarity Bonus
Recognizes on sight +4
Friend or associate +6
Close friend +8
Intimate +10
Usually, an individual makes a Spot check to detect a disguise immediately upon meeting the character and each hour thereafter. If the character casually meets many different people, each for a short time, the GM checks once per day or hour, using an average Spot modifier for the group (assuming they take 10). Try Again?: No, though the character can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if the character assumes the same disguise again. Special: A character can take 10 or take 20 when establishing a disguise. A character without a disguise kit takes a -4 penalty on Disguise checks. A character with the Deceptive feat gets a +2 bonus on all Disguise checks. A character can help someone else create a disguise for him or her, treating it as an aid another attempt. Time: A Disguise check requires 1d4 x10 minutes of preparation. The GM makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter, depending on circumstances. Drive (Dex) Check: Routine tasks, such as ordinary driving, don�t require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). When driving, the character can attempt simple maneuvers or stunts. See Driving a Vehicle for more details. Try Again?: Most driving checks have consequences for failure that make trying again impossible. Special: A character can take 10 when driving, but can�t take 20. A character with the Vehicle Expert feat gets a +2 bonus on all Drive checks. There is no penalty for operating a general-purpose motor vehicle. Other types of motor vehicles (heavy wheeled, powerboat, sailboat, ship, and tracked) require the corresponding Surface Vehicle Operation feat, or the character takes a -4 penalty on Drive checks. Time: A Drive check is a move action. Escape Artist (Dex) Armor Penalty Check: Make a check to escape from restraints or to squeeze through a tight space.
Restraint DC
Ropes Opponent's Dex check +20
Net 20
Handcuffs 35
Tight space 30
Grappler Opponent's grapple check
For ropes, a character�s Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it�s easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check. For a tight space, a check is only called for if the character�s head fits but his or her shoulders don�t. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character can�t fit through a space that his or her head doesn�t fit through. A character can make an Escape Artist check opposed by his or her opponent�s grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Doing so is an attack action, so if the character escapes the grapple he or she can move in the same round. Try Again?: A character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks as long as he or she is not being actively opposed. Special: A character can take 10 on an Escape Artist check. A character can take 20 if he or she is not being actively opposed (a character can take 20 if he or she is tied up, even though it�s an opposed check, because the opponent isn�t actively opposing the character). A character with the Nimble feat gets a +2 bonus on all Escape Artist checks. Time: Making a check to escape from being bound by ropes, handcuffs, or other restraints (except a grappler) requires 1 minute. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on the distance that must be crossed. Forgery (Int) Check: Forgery requires ma�terials appropriate to the document being forged, and some time. To forge a document the character needs to have seen a similar document before. The complexity of the document, the character�s degree of familiarity with it, and whether the character needs to reproduce the signature or handwriting of a specific individual, provide modifiers to the Forgery check, as shown below. Some documents require security or authorization codes, whether authentic ones or additional forgeries. The GM makes the character�s check secretly so the character is not sure how good his or her forgery is. The Forgery skill is also used to detect someone else�s forgery. The result of the original Forgery check that created the document is opposed by a Forgery check by the person who examines the document to check its authenticity. If the examiner�s check result is equal to or higher than the original Forgery check, the document is determined to be fraudulent. The examiner gains bonuses or penalties on his or her check as given in the table below.
Factor Check Modifier Time
Document Type
Simple (typed letter, business card) +0 10 min.
Moderate (letterhead, business form) -2 20 min.
Complex (stock certificate, driver's license) -4 1 hr.
Difficult (passport) -8 4 hr.
Extreme (military/law enforcement ID) -16 24 hr.
Familiarity
Unfamiliar (seen once for less than a minute) -4
Fairly familiar (seen once for several minutes) +0
Quite familiar (on hand, or studied at leisure) +4
Forger has produced other documents of the same type. +4
Document includes specific signature -4
*Cumulative with any of the first three conditions on the table. Apply this modifier along with one of the other three whenever appropriate. A document that contradicts procedure, orders, or previous knowledge, or one that requires the examiner to relinquish a possession or a piece of information, can increase the examiner�s suspicion (and thus create favorable circumstances for the examiner�s opposed Forgery check). Try Again?: No, since the forger isn�t sure of the quality of the original forgery. Special: To forge documents and detect for�geries, one must be able to read and write the �language in question. (The skill is language-�dependent.) A character can take 10 when making a Forgery check, but can�t take 20. A character with the Meticulous feat gets a +2 bonus on all Forgery checks. A character without a forgery kit takes a -4 penalty on Forgery checks. Time: Forging a short, simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes per page or longer. Gamble (Wis)Check: To join or start a game, a character must first pay a stake. The character sets the purchase DC of the stake if he or she starts the game, or the GM sets it if the character joins a game. Stakes run from penny-ante (purchase DC 4) to astronomical (purchase DC 24). A character cannot take 20 when purchasing a stake. If the stake is within the character�s means (it is equal to or less than his or her Wealth bonus), the character stands no chance of winning any significant amount. The character might come out ahead, but the amount is not enough to affect his or her Wealth bonus. Since paying the stake didn�t cost any points of Wealth bonus, the character doesn�t lose anything either. If the stake is higher than the character�s Wealth bonus (before applying any reductions from purchasing the stake), the character gets a +1 bonus on his or her Gamble check for every point the purchase DC is above the character�s Wealth bonus. The character�s Gamble check is opposed by the Gamble checks of all other participants in the game. (If playing at a casino, assume the house has a Gamble skill modifier equal to the stake purchase DC. Regardless of the stake purchase DC, the house does not get a bonus on its Gamble check for the purchase DC.) If there are many characters participating, the GM can opt to make a single roll for all of them, using the highest Gamble skill modifier among them and adding a +2 bonus to the check. If the character beats all other participants, he or she wins and gains an increase to his or her Wealth bonus. The amount of the increase depends on the difference between the character�s check result and the next highest result among the other participants.
Condition Examiner's Check Modifier
Type of document unknown to examiner -4
Type of document somewhat known to examiner -2
Type of document well known to examiner +0
Document is put through additional tests.* +4
Examiner only casually reviews the document.* -2
Try Again?: No, unless the character wants to put up another stake. Special: A character can�t take 10 or take 20 when making a Gamble check. A character with the Confident feat gets a +2 bonus on all Gamble checks. Time: A Gamble check requires 1 hour.
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Check Result Difference Wealth Bonus Increase
1-9 +1
10-19 +2
20-29 +3
30-39 +4
40 or more +5
1