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SKILLS
I
Note I: because I have a lot of extra skills and languages, I grant
all character 8 bonus skill points at level one and an additional 2 points at
each level there after, these are in addition to the bonus skills of humans.
Note II: three skills are unique to
this games and so they are not listed as class skills under the class
description
Foreplay is a class skill for
Bards, Clerics, Friars, Fighters, Knights, Paladins, Pirates, Priests, Rangers,
Slayers, Swashbuckler, and Villians. Most Prestige classes with bluff as a class
skill may add seduce as well, ask the DM.
Mental Discipline a class
skill for Champions, Clerics, Druids, Friars, Knights, Monks, Paladins,
Priests, Reapers, and Shamans
Seduce is a class skill for
Bards, Friars, Knights, Rogues, Pirates, Priest, Slayers, Sorcerers,
Swashbucklers, and Villains. Most
Prestige classes with bluff as a class skill may add seduce as well, ask the
DM.
SKILLS SUMMARY
If you buy a class skill,
your character gets 1 rank (equal to a +1 bonus on checks with that skill) for
each skill point. If you buy other classes’ skills (cross-class skills), you
get 1/2 rank per skill point.
Your maximum rank in a class
skill is your character level + 3.
Your maximum rank in a
cross-class skill is one-half of this number (do not round up or down).
Using Skills: To make a skill check, roll: 1d20 + skill modifier
(Skill modifier = skill rank + ability modifier + miscellaneous modifiers)
This roll works just like an
attack roll or a saving throw— the higher the roll, the better. Either you’re
trying to match or exceed a certain Difficulty Class (DC), or you’re trying to
beat another character’s check result.
Skill Ranks: A character’s number of ranks in a skill is based on
how many skill points a character has invested in a skill. Many skills can be
used even if the character has no ranks in them; doing this is called making an
untrained skill check.
Ability Modifier: The ability modifier used in a skill check is the
modifier for the skill’s key ability (the ability associated with the skill’s
use). The key ability of each skill is noted in its description.
Miscellaneous Modifiers: Miscellaneous modifiers include racial bonuses, armor
check penalties, and bonuses provided by feats, among others.
Each skill point you spend on
a class skill gets you 1 rank in that skill. Class skills are the skills found
on your character’s class skill list. Each skill point you spend on a
cross-class skill gets your character 1/2 rank in that skill. Cross-class
skills are skills not found on your character’s class skill list. (Half ranks
do not improve your skill check, but two 1/2 ranks make 1 rank.) You can’t save
skill points to spend later.
The maximum rank in a class
skill is the character’s level + 3. If it’s a cross-class skill, the maximum
rank is half of that number (do not round up or down).
Regardless of whether a skill
is purchased as a class skill or a cross-class skill, if it is a class skill
for any of your classes, your maximum rank equals your total character level +
3.
LEARNING
It is possible to learn a skill from someone who has the feat Tutor you may bestow that knowledge on another who meets the prerequisites. You can learn from someone who has not mastered the skill if you have the skill Student. To be considered a master of a skill you must have had the skill five ranks in that skill. For every 5 ranks you have in a skill you may confer a +1 competence bonus to the learner’s skill checks in that skill. The learner must have at least one rank in the skill in order to learn more about the skill. The base cost of teaching a skill to another character is the 1,000 xp to the student and 500 xp to the teacher multiplied by the total circumstance bonus to be granted. This cost (before the multiplication due to number of requisite skills) is also modified by the teacher’s intelligence and by the student’s wisdom scores, as shown in the chart below. Additionally, to learn a skill takes time, 3hrs of study a day for 14 days is required to learn a skill; this requires the student to make a concentration check the DC of which is 10 – the instructor's charisma modifier + the number of requisite skills for the skill being taught but this too is modified by intelligence score of the teacher. If the student fails on of his concentration checks can make it up the next day but for every sequential concentration check fail the student must expend an additional 100 xp and must spend an extra day studying, while the actual cost of learning a skill this way is only paid if the student actually learns the skill his addition penalty xp cost is paid regardless. Penultimately, the teacher makes a diplomacy check. Then lastly student must make a single sense motive check DC 35 – the value of the teacher’s diplomacy check in order to understand finally learn the skill. Ex. This means that if Helord the half orc fighter has an intelligence of 13 and charisma of 9 and is trying to teach Bobben the Halfling rogue who has a wisdom score of 11 to gain a +1 to intimidate would cost Helord 300 xp and Bobben at least 850 xp, they must study together for 11 days while Bobben makes DC 13 concentration checks. Now when Ke’lishen the light elf fighter who has an intelligence of 19 and a charisma of the same wants to teach Nautrix the Night elf ranger with a wisdom 17 to gain a +5 to swim would cost Ke’lishen 1,550 xp and Bobben at least 3,800 xp, they must study together for eight days while Bobben makes DC 15 concentration checks.
|
Teacher’s Intelligence score |
Teacher’s xp cost modifier |
Student’s xp cost modifier |
The DC of the concentration check |
Days required to learn |
|
Teacher’s Charisma score |
Teacher’s xp cost modifier |
Student’s xp cost modifier |
|
Student’s Wisdom score |
Teacher’s xp cost modifier |
Student’s xp cost modifier |
Days required to learn |
|
1-2‡ |
+400 |
+1,500 |
+10 |
+50 |
|
1-2 |
+200 |
+400 |
|
1-2 |
+1,000 |
+200 |
+10 |
|
3-4 |
+300 |
+750 |
+5 |
+20 |
|
3-4 |
+150 |
+300 |
|
3-4 |
+750 |
+150 |
+7 |
|
5-6 |
+200 |
+500 |
+3 |
+10 |
|
5-6 |
+100 |
+200 |
|
5-6 |
+500 |
+100 |
+5 |
|
7-8 |
+100 |
+250 |
+1 |
+5 |
|
7-8 |
+50 |
+100 |
|
7-8 |
+250 |
+50 |
+2 |
|
9-10 |
+0 |
+0 |
+0 |
0 |
|
9-10 |
+0 |
+0 |
|
9-10 |
+0 |
+0 |
0 |
|
11-12 |
-50† |
-100† |
+1 |
-1† |
|
11-12 |
-100† |
-100† |
|
11-12 |
-50† |
-50† |
-1† |
|
13-14 |
-100 |
-200 |
+2 |
-2 |
|
13-14 |
-200 |
-200 |
|
13-14 |
-100 |
-100 |
-2 |
|
15-16 |
-150 |
-300 |
+3 |
-3 |
|
15-16 |
-300 |
-300 |
|
15-16 |
-150 |
-150 |
-3 |
|
17-18 |
-200 |
-400 |
+4 |
-4 |
|
17-18 |
-400 |
-400 |
|
17-18 |
-200 |
-200 |
-4 |
|
19-20 |
-250 |
-500 |
+5 |
-5 |
|
19-20 |
-500 |
-500 |
|
19-20 |
-250 |
-250 |
-5 |
|
21-22 |
-300 |
-600 |
+6 |
-6 |
|
21-22 |
-600 |
-600 |
|
21-22 |
-300 |
-300 |
-6 |
|
23-24 |
-350 |
-700 |
+7 |
-7 |
|
23-24 |
-700 |
-700 |
|
23-24 |
-350 |
-350 |
-7 |
|
25-26 |
-400 |
-800 |
+8 |
-8 |
|
25-26 |
-800 |
-800 |
|
25-26 |
-400 |
-400 |
-8 |
|
27-28 |
-450 |
-900 |
+9 |
-9 |
|
27-28 |
-900 |
-900 |
|
27-28 |
-450 |
-450 |
-9 |
|
29-30 |
-500 |
-1,000 |
+10 |
-10 |
|
29-30 |
-1,000 |
-1,000 |
|
29-30 |
-500 |
-500 |
-10 |
|
† Negative cost will never allow the teacher nor student to gain xp ‡ A creature with a intelligence score less than 3 is not sentient and thus is becomes much harder to learn, but it is not impossible; look into mantis kung fu. |
|||||||||||||
USING SKILLS
When your character uses a skill, you make a skill check to see how well he or she does. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. The harder the task, the higher the number you need to roll.
Circumstances can affect your check. A character who is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail.
SKILL CHECKS
A skill check takes into
account a character’s training (skill rank), natural talent (ability modifier),
and luck (the die roll). It may also take into account his or her race’s knack
for doing certain things (racial bonus) or what armor he or she is wearing
(armor check penalty), or a certain feat the character possesses, among other
things.
To make a skill check, roll
1d20 and add your character’s skill modifier for that skill. The skill modifier
incorporates the character’s ranks in that skill and the ability modifier for
that skill’s key ability, plus any other miscellaneous modifiers that may
apply, including racial bonuses and armor check penalties. The higher the
result, the better. Unlike with attack rolls and saving throws, a natural roll
of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an
automatic failure.
Some checks are made against
a Difficulty Class (DC). The DC is a number (set using the skill rules as a
guideline) that you must score as a result on your skill check in order to
succeed.
|
Table: Difficulty Class
Examples |
|
|
Difficulty (DC) |
Example (Skill Used) |
|
Very easy (0) |
Notice something large in
plain sight (Spot) |
|
Easy (5) |
Climb a knotted rope
(Climb) |
|
Average (10) |
Hear an approaching guard
(Listen) |
|
Tough (15) |
Rig a wagon wheel to fall
off (Disable Device) |
|
Challenging (20) |
Swim in stormy water (Swim) |
|
Formidable (25) |
Open an average lock (Open
Lock) |
|
Heroic (30) |
Leap across a 30-foot chasm
(Jump) |
|
Nearly impossible (40) |
Track a squad of orcs across hard ground after 24 hours of rainfall
(Survival) |
An opposed check is a check
whose success or failure is determined by comparing the check result to another
character’s check result. In an opposed check, the higher result succeeds,
while the lower result fails. In case of a tie, the higher skill modifier wins.
If these scores are the same, roll again to break the tie.
|
Table: Example Opposed
Checks |
||
|
Task |
Skill (Key Ability) |
Opposing Skill (Key
Ability) |
|
Con someone |
Bluff (Cha) |
Sense Motive ( |
|
Pretend to be someone else |
Disguise (Cha) |
Spot ( |
|
Create a false map |
Forgery (Int) |
Forgery (Int) |
|
Hide from someone |
Hide (Dex) |
Spot ( |
|
Make a bully back down |
Intimidate (Cha) |
Special1 |
|
Sneak up on someone |
Move Silently (Dex) |
Listen ( |
|
Steal a coin pouch |
Sleight of Hand (Dex) |
Spot ( |
|
Tie a prisoner securely |
Use Rope (Dex) |
Escape Artist (Dex) |
|
1 An Intimidate check is opposed by the target’s
level check, not a skill check. See the Intimidate skill description for more
information. |
||
In general, you can try a
skill check again if you fail, and you can keep trying indefinitely. Some
skills, however, have consequences of failure that must be taken into account.
A few skills are virtually useless once a check has failed on an attempt to
accomplish a particular task. For most skills, when a character has succeeded
once at a given task, additional successes are meaningless.
Generally, if your character attempts to use a skill he or she does not possess, you make a skill check as normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check.
Many skills can be used only
by someone who is trained in them.
Some situations may make a
skill easier or harder to use, resulting in a bonus or penalty to the skill
modifier for a skill check or a change to the DC of the skill check.
The chance of success can be
altered in four ways to take into account exceptional circumstances.
1. Give the skill user a +2
circumstance bonus to represent conditions that improve performance, such as
having the perfect tool for the job, getting help from another character (see
Combining Skill Attempts), or possessing unusually accurate information.
2. Give the skill user a –2
circumstance penalty to represent conditions that hamper performance, such as
being forced to use improvised tools or having misleading information.
3. Reduce the DC by 2 to
represent circumstances that make the task easier, such as having a friendly
audience or doing work that can be subpar.
4. Increase the DC by 2 to
represent circumstances that make the task harder, such as having an
uncooperative audience or doing work that must be flawless.
Conditions that affect your
character’s ability to perform the skill change the skill modifier. Conditions
that modify how well the character has to perform the skill to succeed change
the DC. A bonus to the skill modifier and a reduction in the check’s DC have
the same result: They create a better chance of success. But they represent
different circumstances, and sometimes that difference is important.
Using a skill might take a
round, take no time, or take several rounds or even longer. Most skill uses are
standard actions, move actions, or full-round actions. Types of actions define
how long activities take to perform within the framework of a combat round (6
seconds) and how movement is treated with respect to the activity. Some skill
checks are instant and represent reactions to an event, or are included as part
of an action.
These skill checks are not
actions. Other skill checks represent part of movement.
A skill check represents an
attempt to accomplish some goal, usually while under some sort of time pressure
or distraction. Sometimes, though, a character can use a skill under more
favorable conditions and eliminate the luck factor.
Taking 10: When your character is not being threatened or
distracted, you may choose to take 10. Instead of rolling 1d20 for the skill
check, calculate your result as if you had rolled a 10. For many routine tasks,
taking 10 makes them automatically successful. Distractions or threats (such as
combat) make it impossible for a character to take 10. In most cases, taking 10
is purely a safety measure —you know (or expect) that an average roll will
succeed but fear that a poor roll might fail, so you elect to settle for the
average roll (a 10). Taking 10 is especially useful in situations where a
particularly high roll wouldn’t help.
Taking 20:When you have plenty of time (generally 2 minutes for
a skill that can normally be checked in 1 round, one full-round action, or one
standard action), you are faced with no threats or distractions, and the skill
being attempted carries no penalties for failure, you can take 20. In other
words, eventually you will get a 20 on 1d20 if you roll enough times. Instead
of rolling 1d20 for the skill check, just calculate your result as if you had
rolled a 20.
Taking 20 means you are
trying until you get it right, and it assumes that you fail many times before
succeeding. Taking 20 takes twenty times as long as making a single check would
take.
Since taking 20 assumes that
the character will fail many times before succeeding, if you did attempt to
take 20 on a skill that carries penalties for failure, your character would
automatically incur those penalties before he or she could complete the task.
Common “take 20” skills include Escape Artist, Open Lock, and Search.
Ability Checks and Caster
Level Checks: The normal take 10 and
take 20 rules apply for ability checks. Neither rule applies to caster level
checks.
COMBINING SKILL ATTEMPTS
When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap.
Often, several characters attempt some action and each succeeds or fails independently. The result of one character’s Climb check does not influence the results of other characters Climb check.
You can help another
character achieve success on his or her skill check by making the same kind of
skill check in a cooperative effort. If you roll a 10 or higher on your check,
the character you are helping gets a +2 bonus to his or her check, as per the
rule for favorable conditions. (You can’t take 10 on a skill check to aid
another.) In many cases, a character’s help won’t be beneficial, or only a
limited number of characters can help at once.
In cases where the skill
restricts who can achieve certain results you can’t aid another to grant a
bonus to a task that your character couldn’t achieve alone.
It’s possible for a character to have two skills that work well together. In general, having 5 or more ranks in one skill gives the character a +2 bonus on skill checks with each of its synergistic skills, as noted in the skill description. In some cases, this bonus applies only to specific uses of the skill in question, and not to all checks. Some skills provide benefits on other checks made by a character, such as those checks required to use certain class features.
ABILITY CHECKS
Sometimes a character tries
to do something to which no specific skill really applies. In these cases, you
make an ability check. An ability check is a roll of 1d20 plus the appropriate
ability modifier. Essentially, you’re making an untrained skill check.
In some cases, an action
is a straight test of one’s ability with no luck involved. Just as you wouldn’t
make a height check to see who is taller, you don’t make a Strength check to
see who is stronger.
Skill Descriptions
Skills are presented in
alphabetical order, in the following format. Entries that do not apply to a
particular skill are omitted in that skill’s description.
Skill Description Format
Skill Name (Key Ability) Trained Only; Armor Penalty
The skill name line and the
line beneath it include the following information:
Key Ability: The abbreviation for the ability whose modifier
applies to the skill check. Exceptions: Speak Language and Read/Write Language
have “None” given as their key ability because the use of these skills never
requires a check.
Trained Only: If “Trained Only” appears on the line beneath the
skill name, a character must have at least 1 rank in the skill to use it. If
“Trained Only” is omitted, the skill can be used untrained. If any particular
notes apply to trained or untrained use, they are covered in the Special
section (see below).
Armor Penalty: If “Armor Penalty” appears on the line beneath the
skill name, apply the armor penalty for the armor the character is wearing to
checks involving this skill.
Check: What a character can do with a successful skill
check, and the check’s DC.
Try Again?: Any conditions that apply to repeated attempts to use
the skill for a particular purpose. If this entry is omitted, the skill check
can be tried again without any inherent penalty other than taking additional
time.
Special: Any particular notes that apply, such as whether a
character can take 10 or take 20 when using the skill.
Untrained: Any details about using a skill untrained. If this
entry doesn’t appear, it means the skill works the same even when used
untrained, or that an untrained character can’t make checks with this skill
(true for skills that are designated “Trained Only”).
Time: How much time it takes to make a check with this
skill.
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. (See the Hide
skill)
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 (reduces
normal DC by 10). |
|
–5* |
Climbing a corner where a
character can brace against perpendicular walls (reduces normal DC by 5). |
|
+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.
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 attempted actively).
Distraction
|
DC
|
|
Damaged during the action 1 |
10 + damage dealt |
|
Taking continuous damage
during the action 2 |
10 + half of continuous
damage last 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 |
|
1 Such as an activity that requires more than
a single full-round action. Also from an attack of opportunity or readied
attack made in response to the action being taken (for activities requiring
no more than a full-round action). |
|
|
2 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 (mechanical) (Int) Trained Only AKA Gadgeteering
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.
Type of Scratch-Built
Mechanical Device (Examples)
|
Craft
DC
|
|
Easy (create a pulley or
lever) |
5 |
|
Simple (create a wagon) |
10 |
|
Tough (tripwire trap) |
15 |
|
Challenging (create a
watch) |
20 |
|
Formidable (Rig an
explosive arrow head, or spring loaded weapon) |
25 |
|
Heroic (build a timed bomb,
create indoor plumbing) |
30 |
|
Nearly impossible (create a
prosthetic superior to that of an average human) |
40 |
|
Impossible [Epic] (engine component, light
armor, pin fired firearm) |
60[*] |
|
Epically Complex
(automobile engine, 9mm autoloader handgun) |
75 |
|
Epically Advanced (flying
machine) |
80 |
|
Impossible (jet engine) |
90 |
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 (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.
|
Type of Scratch-Built
Structure (Examples) |
Craft DC |
Time |
|
Simple (bookcase, false
wall) |
15 |
12 hr. |
|
Moderate (catapult, shed,
house deck) |
20 |
24 hr. |
|
Complex (bunker, domed
ceiling) |
25 |
60 hr. |
|
Advanced (house) |
30 |
600 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.
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 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.
Like Knowledge, Perform, and
Profession, Craft is actually a number of separate skills. 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 nothing is created by the endeavor, it
probably falls under the heading of a Profession skill.
Check: You can practice your trade and make a decent living,
earning about half your check result in gold pieces 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 piece per day.)
The basic function of the
Craft skill, however, is to allow you to make an item of the appropriate type.
The DC depends on the complexity of the item to be created. The DC, your check
results, and the price of the item determine how long it takes to make a
particular item. The item’s finished price also determines the cost of raw
materials.
In some cases, the fabricate
spell can be used to achieve the results of a Craft check with no actual
check involved. However, you must make an appropriate Craft check when using
the spell to make articles requiring a high degree of craftsmanship.
A successful Craft check
related to woodworking in conjunction with the casting of the ironwood spell
enables you to make wooden items that have the strength of steel.
When casting the spell minor
creation, you must succeed on an appropriate Craft check to make a complex
item.
All crafts require artisan’s
tools to give the best chance of success. If improvised tools are used, the
check is made with a –2 circumstance penalty. On the other hand, masterwork
artisan’s tools provide a +2 circumstance bonus on the check.
To determine how much time
and money it takes to make an item, follow these steps.
1. Find the item’s price. Put
the price in silver pieces (1 gp = 10 sp).
2. Find the DC from the table
below.
3. Pay one-third of the
item’s price for the cost of raw materials.
4. Make an appropriate Craft
check representing one week’s work. If the check succeeds, multiply your check
result by the DC. If the result × the DC equals the price of the item in sp,
then you have completed the item. (If the result × the DC equals double or
triple the price of the item in silver pieces, then you’ve completed the task
in one-half or one-third of the time. Other multiples of the DC reduce the time
in the same manner.) If the result × the DC doesn’t equal the price, then it
represents the progress you’ve made this week. Record the result and make a new
Craft check for the next week. Each week, you make more progress until your
total reaches the price of the item in silver pieces.
If you fail a check by 4 or
less, 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 this case your progress (check result × DC) is in copper pieces instead of
silver pieces.
Creating Masterwork Items:
You can make a masterwork item—a weapon,
suit of armor, shield, or tool that conveys a bonus on its use through its
exceptional craftsmanship, not through being magical. To create a masterwork
item, 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 gp for a weapon or 150 gp for a
suit of armor or a shield) and a Craft DC of 20. Once both the standard
component and the masterwork component are completed, the masterwork item is
finished. Note: The cost you pay for the masterwork component is
one-third of the given amount, just as it is for the cost in raw materials.
Repairing Items: Generally, you can repair an item by making checks
against the same DC that it took to make the item in the first place. The cost
of repairing an item is one-fifth of the item’s price.
When you use the Craft skill
to make a particular sort of item, the DC for checks involving the creation of
that item are typically as given on the following table.
Item
|
Craft
Skill
|
Craft
DC
|
|
Acid |
Alchemy1 |
15 |
|
Alchemist’s fire, smokestick, or tindertwig |
Alchemy1 |
20 |
|
Antitoxin, sunrod, tanglefoot bag, or
thunderstone |
Alchemy1 |
25 |
|
Armor or shield |
Armorsmithing |
10 + AC bonus |
|
Longbow or shortbow |
Bowmaking |
12 |
|
Composite longbow or
composite shortbow |
Bowmaking |
15 |
|
Composite longbow or
composite shortbow with high strength rating |
Bowmaking |
15 + (2 × rating) |
|
Crossbow |
Weaponsmithing |
15 |
|
Simple melee or thrown
weapon |
Weaponsmithing |
12 |
|
Martial melee or thrown
weapon |
Weaponsmithing |
15 |
|
Exotic melee or thrown
weapon |
Weaponsmithing |
18 |
|
Mechanical trap |
Trapmaking |
Varies2 |
|
Very simple item (wooden
spoon) |
Varies |
5 |
|
Typical item (iron pot) |
Varies |
10 |
|
High-quality item (bell) |
Varies |
15 |
|
Complex or superior item
(lock) |
Varies |
20 |
|
1 You must be a spellcaster to craft any of these items. |
||
|
2 Traps have their own
rules for construction. |
||
Action: Does not apply. Craft checks are made by the day or
week (see above).
Try Again: 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.
Special: A dwarf has a +2 racial bonus on Craft checks that
are related to stone or metal, because dwarves are especially capable with
stonework and metalwork.
A gnome has a +2 racial bonus
on Craft (alchemy) checks because gnomes have sensitive noses.
You may voluntarily add +10
to the indicated DC to craft an item. This allows you to create the item more
quickly (since you’ll be multiplying this higher DC by your Craft check result
to determine progress). You must decide whether to increase the DC before you
make each weekly or daily check.
To make an item using Craft
(alchemy), you must have alchemical equipment and be a spellcaster.
If you are working in a city, you can buy what you need as part of the raw
materials cost to make the item, but alchemical equipment is difficult or
impossible to come by in some places. Purchasing and maintaining an alchemist’s
lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have
the perfect tools for the job, but it does not affect the cost of any items
made using the skill.
Synergy: If you have 5 ranks in a Craft skill, you get a +2
bonus on Appraise checks related to items made with that Craft skill.
Decipher Script (Int) Trained Only
Check: 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 Only
Check: 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: You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check;
see the Influencing NPC Attitudes sidebar, below, for basic DCs.
In negotiations, participants roll opposed Diplomacy checks, and the winner
gains the advantage. Opposed checks also resolve situations when two advocates
or diplomats plead opposite cases in a hearing before a third party.
Action: Changing others’ attitudes with Diplomacy generally
takes at least 1 full minute (10 consecutive full-round actions). In some
situations, this time requirement may greatly increase. A rushed Diplomacy
check can be made as a full-round action, but you take a –10 penalty on the
check.
Try Again: No.
Special: A half-elf has a +2 racial bonus on Diplomacy checks.
If you have the Negotiator
feat, you get a +2 bonus on Diplomacy checks.
Synergy: If you have 5 or more ranks in Bluff, Knowledge
(nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy
checks.
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 |
|
Initial Attitude |
———————— New Attitude ———————— |
||||
|
Hostile |
Unf. |
Indif. |
Friendly |
Helpful |
|
|
Hostile |
19 or less |
20 |
25 |
35 |
45 |
|
Unfriendly |
9 or less |
10 |
15 |
25 |
35 |
|
Indifferent |
— |
9 or less |
10 |
15 |
25 |
|
Friendly |
— |
— |
9 or less |
10 |
15 |
The character can turn a
person into a fanatic follower. Refer to the accompanying table.
|
——————New Attitude —————— |
||||||||||
|
Initial Attitude |
Hateful |
Hostile |
Unfriendly |
Indifferent |
Friendly |
Helpful |
Enamored |
Cherishing |
Adoring |
Fanatic |
|
Hateful |
Less than 25 |
25 |
35 |
45 |
55 |
65 |
95 |
125 |
155 |
185 |
|
Hostile |
Less than 15 |
15 |
20 |
25 |
35 |
50 |
70 |
95 |
125 |
150 |
|
Unfriendly |
Less than 1 |
1 |
10 |
15 |
25 |
40 |
60 |
80 |
100 |
120 |
|
Indifferent |
— |
Less than 1 |
1 |
10 |
15 |
30 |
45 |
60 |
75 |
90 |
|
Friendly |
— |
— |
Less than 1 |
1 |
10 |
20 |
30 |
40 |
50 |
60 |
|
Helpful |
— |
— |
— |
Less than 1 |
1 |
10 |
20 |
30 |
40 |
50 |
|
Enamored |
— |
— |
— |
— |
Less than 1 |
1 |
10 |
20 |
30 |
40 |
|
Cherishing |
— |
— |
— |
— |
— |
Less than 1 |
1 |
10 |
20 |
30 |
|
Adoring |
— |
— |
— |
— |
— |
— |
Less than 1 |
1 |
10 |
20 |
Hos: hostile. Unf: unfriendly. Indif: indifferent. Friend: friendly. Help: helpful.
Fanatic: The attitude of
fanatic is added here. In addition to the obvious effects, any NPC whose
attitude is fanatic gains a +2 morale bonus to Strength and Constitution
scores, a +1 morale bonus on Will saves, and a –1 penalty to AC whenever fighting
for the character or his or her cause. This attitude will remain for one day
plus one day per point of the character's Charisma bonus, at which point the NPC's Hateful: The attitude of hateful is added here. In
addition to the obvious effects, any NPC whose attitude is fanatic gains a +4
morale bonus to Strength and Constitution scores, a +2 morale bonus on Will
saves, and a –2 penalty to AC whenever fighting the character he or she hates.
Treat the fanatic and hateful
attitudes as a mind-affecting enchantment effects for purposes of immunity,
save bonuses, or being detected by the Sense Motive skill. Since it is nonmagical, it can't be dispelled; however, any effect that
suppresses or counters mind-affecting effects will affect it normally. A
fanatic NPC's attitude can't be further adjusted by
the use of skills.
In Love: Being in love is more than helpful but less
than fanatical. To inspire someone to
fall in love they must first become helpful: you then make a second diplomacy
check to see if you can make someone Enamored Cherishing or Adoring. Once someone has loved you they are always
vulnerable to loving you again. If they
should fall out of love, even to a state lower than helpful a proper diplomacy
check [perhaps more accurately begging check in most of cases] can restore that
love these numbers are listed in red.
Once a year a new diplomacy check must be made against any creatures in
love with you. If you have been living
with the creature, and giving affection and attention you gain a +2. If you have present or attentive or
affectionate during the year you neither suffer penalties, nor gain bonuses on
the check, if you have been absent, inattentive, and unaffectionate, you suffer
a -2, if you have been cruel you suffer -4, these are cumulative for each year
of consistent behavior.
Attitude Means Possible
Actions
Hateful: Will give life to
hurt you Attack, interfere, berate, or emotionally mar you.
Hostile: Will take risks to
hurt you Attack, interfere, berate, flee
Unfriendly: Wishes you ill
Mislead, gossip, avoid, watch suspiciously, insult
Indifferent: Doesn't much
care Socially expected interaction
Friendly: Wishes you well
Chat, advise, offer limited help, advocate
Helpful: Will take risks to
help you Protect, back up, heal, aid
Enamored: Loves
you Remain behind to protect your retreat, trusts you. You gain a +2 on sense
motive and seduce checks made against them
Cherishing:
Truly loves you. May forgive your failings, Sacrifice life to protect you, or
Place your needs above their own. You gain a +4 on sense motive and seduce
checks made against them.
Adoring:
Worships you. Place your desires above their needs, Sacrifice lesser love for
you well being. You gain a +10 on sense motive and seduce checks made against
them.
Fanatic: Will give life to
serve you. Fight to the death against overwhelming odds, throw self in front of
onrushing dragon
Disable Device (Int) Trained Only
Check: 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.
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) |
35 |
|
Ultrahigh 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 toll 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.
Disguise
|
Modifier
|
|
Minor details only |
+5 |
|
Appropriate uniform or
costume |
+2 |
Disguised as different sex |
–2 |
|
Disguised
as different age category |
–2 1 |
|
1 Per step of
difference between the 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.
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.
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.
FOREPLAY (CON)
Check: You can impress a lover with your talent and
skill. Without this skill you are not
going to be leaving any long lasting impressions.
If the creature you are
trying to impress is female. Be ware of
the long term consequences.
|
Perform DC |
Performance |
Consequences |
|
Less than 5 |
Horrible performance. |
The creature’s attitude
moves four steps closer to hateful and you suffer a – 30 on diplomacy and
seduce checks for a month made with this character. |
|
5 |
Tedious performance. |
The creature’s attitude
moves two steps closer to hateful and you suffer a – 10 on diplomacy and
seduce checks for a week made with this character. |
|
10 |
Monotonous
performance. |
The creature’s attitude
moves one step closer to hateful and you suffer a – 4 on diplomacy and seduce
checks for 24hrs made with this character. |
|
15 |
Routine performance. |
The creature is unaffected
by your performance |
|
20 |
Pleasant performance. |
The creature’s attitude
moves one step closer to Cherishing. |
|
25 |
Enjoyable performance. |
The creature’s attitude
moves one step closer to Cherishing and you gain a +2 on diplomacy and seduce
checks for 24hrs made with this character. |
|
30 |
Memorable performance.
|
The creature’s attitude moves two steps closer to Cherishing
and you gain a +2 on diplomacy and seduce checks for a week made with this
character. |
|
35 |
Thrilling performance.
|
The creature’s attitude moves two steps closer to
Cherishing and you gain a +4 on diplomacy and seduce checks for a week made
with this character. |
|
40 |
Extraordinary
performance. |
The creature’s attitude
moves three steps closer to Cherishing and you gain a +4 on diplomacy and
seduce checks for a month made with this character. |
|
50 |
Mind blowing
performance. |
The creature’s attitude
moves three steps closer to Cherishing and you gain a +6 on diplomacy and
seduce checks for a month made with this character. |
|
85 |
Earth shattering
performance. |
The creature’s attitude
moves four steps closer to Adoring and you gain a +6 on diplomacy and seduce
checks for a month made with this character. |
|
130 |
Godlike performance. |
The creature’s attitude
moves four steps closer to Adoring and you gain a +8 on diplomacy and seduce
checks for a year made with this character. |
If the creature you are
trying to impress is male
|
Perform DC |
Performance |
Consequences |
|
Less than 10 |
Horrible performance. |
The creature’s attitude
moves one step closer to hateful and you suffer a – 4 on diplomacy and seduce
checks for a week made with this character. |
|
10 |
Routine performance. |
The creature is unaffected
by your performance |
|
20 |
Enjoyable performance. |
The creature’s attitude
moves one step higher to a maximum of enamored. |
|
25 |
Great performance. |
The creature’s attitude
moves one step higher to a maximum of enamored and you gain a +2 on diplomacy
and seduce checks for 24hrs made with this character. |
|
30 |
Memorable performance. |
The
creature’s attitude moves one steps higher to a maximum of Cherishing and you
gain a +2 on diplomacy and seduce checks for a week made with this character. |
|
35 |
Extraordinary
performance. |
The creature’s attitude
moves two steps higher to a maximum of Cherishing and you gain a +4 on
diplomacy and seduce checks for a week made with this character. |
|
40 |
Mind blowing
performance. |
The creature’s attitude
moves two steps higher to a maximum of Cherishing and you gain a +4 on
diplomacy and seduce checks for a month made with this character. |
|
80 |
Earth shattering
performance. |
The creature’s attitude
moves two steps higher to a maximum of Adoring and you gain a +6 on diplomacy
and seduce checks for a month made with this character. |
|
120 |
Godlike performance. |
The creature’s attitude
moves three steps higher to a maximum of Adoring and you gain a +6 on
diplomacy and seduce checks for a year made with this character. |
Time: Varies. Any check that results in score less than 5
takes less than 1 minute. Any check of
10 or more results in a 2d6 minutes per page or longer.
Try Again: Yes. Retries are allowed, but they don’t negate
previous failures, and a lover that has been unimpressed in the past is likely
to be prejudiced against future performances. (Increase the DC by 2 for each
previous failure.) You must make a
foreplay check to recover before attempting to make more than one check in a
day, the DC is 15 +2 for each successful recovery that day, but once you fail
you can not attempt to recover again.
You may try again once you have rested for 8 hrs. Regardless of the number of retries you can
only improve a character’s attitude once a week. The change in attitude only last for a month
after the check.
Special: You don’t have to get a helpful to make them fall in
love.
If you have the Lover feat,
you get a +2 bonus on Foreplay checks.
If you have the Endurance
feat, you gain a +4 on foreplay checks made to recover.
You take a –4 penalty on your
Foreplay check for every size category that you are larger than your target
(Dwarves count as small for the purpose of seduction checks; Nephilim,
Goliaths, and half giants count as large). Additionally, you take a –4 penalty
on your Foreplay check for every size category that you are smaller than your
target.
You take a –2 penalty on your
Foreplay check if you and the character do not share a language.
You take a –30 penalty on
your Foreplay check if the character’s sexual orientation does not incline them
to your gender.
You take a –100 penalty on
your Foreplay check if you are raping the character.
You take a –2 penalty on your
Foreplay check if the creature is of another race but similar race such as one
humanoid attempting to foreplay with another humanoid, but if the races are
radically different such a humanoid and a monstrous humanoid or a dragon and an
aberration you suffer a –8.
Dwarves suffer a –2 penalty
on your Foreplay check.
Synergy: If you have 5 or more ranks in Escape Artist, Heal,
Knowledge (local), Knowledge pertinent to the target, Seduce, or Sense Motive,
you get a +2 bonus on Foreplay checks.
Classes:
Foreplay is a class skill for Bards, Pirates, Clerics, Fighters, Knights,
Monks, Paladins, Priests, Rangers, Slayers, Swashbuckler, and Villians. Most
Prestige classes with bluff as a class skill may add seduce as well, ask the
DM.
Attitude Means Possible
Actions
Hateful: Will give life to
hurt you Attack, interfere, berate, or emotionally mar you.
Hostile: Will take risks to
hurt you Attack, interfere, berate, flee
Unfriendly: Wishes you ill
Mislead, gossip, avoid, watch suspiciously, insult
Indifferent: Doesn't much
care Socially expected interaction
Friendly: Wishes you well
Chat, advise, offer limited help, advocate
Helpful: Will take risks to
help you Protect, back up, heal, aid
Enamored: Loves you Remain
behind to protect your retreat, trusts you. You gain a +2 on sense motive and
seduce checks made against them
Cherishing: Truly loves you.
May forgive your failings, Sacrifice life to protect you, or Place your needs
above their own. You gain a +4 on sense motive and seduce checks made against
them.
Adoring: Worships you. Place
your desires above their needs, Sacrifice lesser love for you well being. You
gain a +10 on sense motive and seduce checks made against them.
Fanatic: Will give life to
serve you. Fight to the death against overwhelming odds, throw self in front of
onrushing dragon.
Forgery (Int)
Check: Forgery requires materials 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.
Factor
|
Check
Modifier
|
Time
|
Document Type
|
|
|
|
Simple (typed letter,
business card) |
+0 |
10 min. |
|
Moderate (letterhead,
business form) |
–2 |
20 min. |
|
Complex (stock certificate,
land deed) |
–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 for
several minutes) |
+0 |
|
|
Quite familiar (on hand, or
studied at leisure) |
+4 |
|
|
Forger has produced other
documents of same type |
+4 |
|
|
Document includes specific
signature |
–4 |
|
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.
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 1 |
+4 |
|
Examiner only casually
reviews the document 1 |
–2 |
|
1 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 forgeries, 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.
HANDLE ANIMAL (CHA; TRAINED
ONLY)
Check: The DC depends on what you are trying to do.
Task
|
Handle Animal DC
|
|
Handle an animal |
10 |
|
“Push” an animal |
25 |
|
Teach an animal a trick |
15 or 201 |
|
Train an animal for a general
purpose |
15 or 201 |
|
Rear a wild animal |
15 + HD of animal |
|
1See the specific trick or purpose below. |
|
|
General Purpose |
DC |
General Purpose |
DC |
|
Combat riding |
20 |
Hunting |
20 |
|
Fighting |
20 |
Performance |
15 |
|
Guarding |
20 |
Riding |
15 |
|
Heavy labor |
15 |
|
|
Handle an Animal: This task involves commanding an animal to perform a
task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases
by 2. If your check succeeds, the animal performs the task or trick on its next
action.
“Push” an Animal: To
push an animal means to get it to perform a task or trick that it doesn’t know
but is physically capable of performing. This category also covers making an
animal perform a forced march or forcing it to hustle for more than 1 hour
between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases
by 2. If your check succeeds, the animal performs the task or trick on its next
action.
Teach an Animal a Trick: You can teach an animal a specific trick with one week
of work and a successful Handle Animal check against the indicated DC. An
animal with an Intelligence score of 1 can learn a maximum of three tricks,
while an animal with an Intelligence score of 2 can learn a maximum of six
tricks. Possible tricks (and their associated DCs)
include, but are not necessarily limited to, the following.
Attack (DC 20): The animal
attacks apparent enemies. You may point to a particular creature that you wish
the animal to attack, and it will comply if able. Normally, an animal will
attack only humanoids, monstrous humanoids, giants, or other animals. Teaching
an animal to attack all creatures (including such unnatural creatures as undead
and aberrations) counts as two tricks.
Come (DC 15): The animal
comes to you, even if it normally would not do so.
Defend (DC 20): The animal
defends you (or is ready to defend you if no threat is present), even without
any command being given. Alternatively, you can command the animal to defend a
specific other character.
Down (DC 15): The animal
breaks off from combat or otherwise backs down. An animal that doesn’t know
this trick continues to fight until it must flee (due to injury, a fear effect,
or the like) or its opponent is defeated.
Fetch (DC 15): The animal
goes and gets something. If you do not point out a specific item, the animal
fetches some random object.
Guard (DC 20): The animal
stays in place and prevents others from approaching.
Heel (DC 15): The animal
follows you closely, even to places where it normally wouldn’t go.
Perform (DC 15): The animal
performs a variety of simple tricks, such as sitting up, rolling over, roaring
or barking, and so on.
Seek (DC 15): The animal
moves into an area and looks around for anything that is obviously alive or
animate.
Stay (DC 15): The animal
stays in place, waiting for you to return. It does not challenge other
creatures that come by,
though it still defends
itself if it needs to.
Track (DC 20): The animal
tracks the scent presented to it. (This requires the animal to have the scent
ability)
Work (DC 15): The animal
pulls or pushes a medium or heavy load.
Train an Animal for a
Purpose: Rather than teaching an
animal individual tricks, you can simply train it for a general purpose. Essentially,
an animal’s purpose represents a preselected set of
known tricks that fit into a common scheme, such as guarding or heavy labor.
The animal must meet all the normal prerequisites for all tricks included in
the training package. If the package includes more than three tricks, the
animal must have an Intelligence score of 2.
An animal can be trained for
only one general purpose, though if the creature is capable of learning
additional tricks (above and beyond those included in its general purpose), it
may do so. Training an animal for a purpose requires fewer checks than teaching
individual tricks does, but no less time.
Combat Riding (DC 20): An
animal trained to bear a rider into combat knows the tricks attack, come,
defend, down, guard, and heel. Training an animal for combat riding takes six
weeks. You may also “upgrade” an animal trained for riding to one trained for
combat riding by spending three weeks and making a successful DC 20 Handle
Animal check. The new general purpose and tricks completely replace the
animal’s previous purpose and any tricks it once knew. Warhorses and riding
dogs are already trained to bear riders into combat, and they don’t require any
additional training for this purpose.
Fighting (DC 20): An animal
trained to engage in combat knows the tricks attack, down, and stay. Training
an animal for fighting takes three weeks.
Guarding (DC 20): An animal
trained to guard knows the tricks attack, defend, down, and guard. Training an
animal for guarding takes four weeks.
Heavy Labor (DC 15): An
animal trained for heavy labor knows the tricks come and work. Training an
animal for heavy labor takes two weeks.
Hunting (DC 20): An animal
trained for hunting knows the tricks attack, down, fetch, heel, seek, and
track. Training an animal for hunting takes six weeks.
Performance (DC 15): An
animal trained for performance knows the tricks come, fetch, heel, perform, and
stay. Training an animal for performance takes five weeks.
Riding (DC 15): An animal
trained to bear a rider knows the tricks come, heel, and stay. Training an
animal for riding takes three weeks.
Rear a Wild Animal: To rear an animal means to raise a wild creature from
infancy so that it becomes domesticated. A handler can rear as many as three
creatures of the same kind at once.
A successfully domesticated
animal can be taught tricks at the same time it’s being raised, or it can be
taught as a domesticated animal later.
Action: Varies. Handling an animal is a move action, while
pushing an animal is a full-round action. (A druid or ranger can handle her
animal companion as a free action or push it as a move action.) For tasks with
specific time frames noted above, you must spend half this time (at the rate of
3 hours per day per animal being handled) working toward completion of the task
before you attempt the Handle Animal check. If the check fails, your attempt to
teach, rear, or train the animal fails and you need not complete the teaching,
rearing, or training time. If the check succeeds, you must invest the remainder
of the time to complete the teaching, rearing, or training. If the time is
interrupted or the task is not followed through to completion, the attempt to
teach, rear, or train the animal automatically fails.
Try Again: Yes, except for rearing an animal.
Special: You can use this skill on a creature with an
Intelligence score of 1 or 2 that is not an animal, but the DC of any such
check increases by 5. Such creatures have the same limit on tricks known as
animals do.
A druid or ranger gains a +4
circumstance bonus on Handle Animal checks involving her animal companion.
In addition, a druid’s or
ranger’s animal companion knows one or more bonus tricks, which don’t count
against the normal limit on tricks known and don’t require any training time or
Handle Animal checks to teach.
If you have the Animal
Affinity feat, you get a +2 bonus on Handle Animal checks.
Synergy: If you have 5 or more ranks in Handle Animal, you get
a +2 bonus on Ride checks and wild empathy checks.
Untrained: If you have no ranks in Handle Animal, you can use a
Charisma check to handle and push domestic animals, but you can’t teach, rear,
or train animals. A druid or ranger with no ranks in Handle Animal can use a
Charisma check to handle and push her animal companion, but she can’t teach, rear,
or train other nondomestic animals.
Check: The DC and effect depend on the task you attempt.
Task Heal
|
DC
|
|
First aid |
15 |
|
Long-term care |
15 |
|
Treat wound from caltrop, spike
growth, or spike stones |
15 |
|
Treat poison |
Poison’s save DC |
|
Treat disease |
Disease’s save DC |
First Aid: You usually use first aid to save a dying character.
If a character has negative hit points and is losing hit points (at the rate of
1 per round, 1 per hour, or 1 per day), you can make him or her stable. A stable
character regains no hit points but stops losing them.
Long-Term Care: Providing long-term care means treating a wounded
person for a day or more. If your Heal check is successful, the patient
recovers hit points or ability score points (lost to ability damage) at twice
the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or
4 hit points per level for each full day of complete rest; 2 ability score
points for a full 8 hours of rest in a day, or 4 ability score points for each
full day of complete rest.
You can tend as many as 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.
Treat Wound from Caltrop,
Spike Growth, or Spike Stones: A
creature wounded by stepping on a caltrop moves at one-half normal speed. A
successful Heal check removes this movement penalty.
A creature wounded by a spike
growth or spike stones spell must succeed on a Reflex save or take
injuries that reduce his speed by one-third. Another character can remove this
penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a
Heal check against the spell’s save DC.
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 check result or his or her saving throw, whichever is higher.
Treat Disease: To treat a disease means to tend a single diseased
character. Every time he or she makes a saving throw against disease effects,
you make a Heal check. The diseased character uses your check result or his or
her saving throw, whichever is higher.
Action: Providing first aid, treating a wound, or treating
poison is a standard action. Treating a disease or tending a creature wounded
by a spike growth or spike stones spell takes 10 minutes of work.
Providing long-term care requires 8 hours of light activity.
Try Again: Varies. Generally speaking, you can’t try a Heal
check again without proof of the original check’s failure. You can always retry
a check to provide first aid, assuming the target of the previous attempt is
still alive.
Special: A character with the Self-Sufficient feat gets a +2
bonus on Heal checks.
A healer’s kit gives you a +2
circumstance bonus on Heal checks.
HIDE (DEX; ARMOR CHECK
PENALTY)
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. When moving at a speed greater than one-half but less than
your normal speed, you take a –5 penalty. It’s practically impossible (–20
penalty) to hide while attacking, running or charging.
A creature larger or smaller
than Medium takes a size bonus or penalty on Hide checks depending on its size
category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8,
Gargantuan –12, Colossal –16.
You need cover or concealment
in order to attempt a Hide check. Total cover or total concealment usually (but
not always; see Special, below) obviates the need for a Hide check, since
nothing can see you anyway.
If people are observing you,
even casually, you can’t hide. You can run around a corner or behind cover 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 (such as by a Bluff check; see below), 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 1 foot per rank you have
in Hide.) This check, however, is made at a –10 penalty because you have to
move fast.
Sniping: If you’ve already successfully hidden at least 10 feet
from your target, you can make one ranged attack, then immediately hide again. You
take a –20 penalty on your Hide check to conceal yourself after the shot.
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.
Action: Usually none. Normally, you make a Hide check as part
of movement, so it doesn’t take a separate action. However, hiding immediately
after a ranged attack (see Sniping, above) is a move action.
Special: If you are invisible, you gain a +40 bonus on Hide
checks if you are immobile, or a +20 bonus on Hide checks if you’re moving.
If you have the Stealthy
feat, you get a +2 bonus on Hide checks.
A 13th-level ranger can
attempt a Hide check in any sort of natural terrain, even if it doesn’t grant
cover or concealment. A 17thlevel ranger can do this even while being observed.
INTIMIDATE (CHA)
Check: You can change another’s behavior with a successful
check. Your Intimidate check is opposed by the target’s modified level check
(1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s
modifiers on saves against fear). If you beat your target’s check result, you
may treat the target as friendly, but only for the purpose of actions taken
while it remains intimidated. (That is, the target retains its normal attitude,
but will chat, advise, offer limited help, or advocate on your behalf while
intimidated. See the Diplomacy skill, above, for additional details.) The
effect lasts as long as the target remains in your presence, and for 1d6×10
minutes afterward. After this time, the target’s default attitude toward you
shifts to unfriendly (or, if normally unfriendly, to hostile).
If you fail the check by 5 or
more, the target provides you with incorrect or useless information, or otherwise
frustrates your efforts.
Demoralize Opponent: You can also use Intimidate to weaken an opponent’s
resolve in combat. To do so, make an Intimidate check opposed by the target’s
modified level check (see above). If you win, the target becomes shaken for 1
round. A shaken character takes a –2 penalty on attack rolls, ability checks,
and saving throws. You can intimidate only an opponent that you threaten in
melee combat and that can see you.
Action: Varies. Changing another’s behavior requires 1 minute
of interaction. Intimidating an opponent in combat is a standard action.
Try Again: Optional, but not recommended because retries usually
do not work. Even if the initial check succeeds, the other character can be
intimidated only 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: You gain a +4 bonus on your Intimidate check for
every size category that you are larger than your target. Conversely, you take
a –4 penalty on your Intimidate check for every size category that you are
smaller than your target.
A character immune to fear
can’t be intimidated, nor can nonintelligent
creatures.
If you have the Persuasive
feat, you get a +2 bonus on Intimidate checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2
bonus on Intimidate checks.
JUMP (
Check: The DC and the distance you can cover vary according
to the type of jump you are attempting (see below).
Your Jump check is modified
by your speed. If your speed is 30 feet then no modifier based on speed applies
to the check. If your speed is less than 30 feet, you take a –6 penalty for
every 10 feet of speed less than 30 feet. If your speed is greater than 30
feet, you gain a +4 bonus for every 10 feet beyond 30 feet.
All Jump DCs
given here assume that you get a running start, which requires that you move at
least 20 feet in a straight line before attempting the jump. If you do not get
a running start, the DC for the jump is doubled.
Distance moved by jumping is
counted against your normal maximum movement in a round.
If you have ranks in Jump and
you succeed on a Jump check, you land on your feet (when appropriate). If you
attempt a Jump check untrained, you land prone unless you beat the DC by 5 or
more.
Long Jump: A long jump is a horizontal jump, made across a gap
like a chasm or stream. At the midpoint of the jump, you attain a vertical
height equal to one-quarter of the horizontal distance. The DC for the jump is
equal to the distance jumped (in feet).
If your check succeeds, you
land on your feet at the far end. If you fail the check by less than 5, you
don’t clear the distance, but you can make a DC 15 Reflex save to grab the far
edge of the gap. You end your movement grasping the far edge. If that leaves
you dangling over a chasm or gap, getting up requires a move action and a DC 15
Climb check.
Long Jump Distance
|
Jump DC1 |
|
5 feet |
5 |
|
10 feet |
10 |
|
15 feet |
15 |
|
20 feet |
20 |
|
25 feet |
25 |
|
30 feet |
30 |
|
1 Requires a 20-foot
running start. Without a running start, double the DC. |
|
High Jump: A high jump is a vertical leap made to reach a ledge
high above or to grasp something overhead. The DC is equal to 4 times the
distance to be cleared.
If you jumped up to grab
something, a successful check indicates that you reached the desired height. If
you wish to pull yourself up, you can do so with a move action and a DC 15
Climb check. If you fail the Jump check, you do not reach the height, and you
land on your feet in the same spot from which you jumped. As with a long jump,
the DC is doubled if you do not get a running start of at least 20 feet.
|
High Jump Distance1
|
Jump DC2 |
|
1 foot |
4 |
|
2 feet |
8 |
|
3 feet |
12 |
|
4 feet |
16 |
|
5 feet |
20 |
|
6 feet |
24 |
|
7 feet |
28 |
|
8 feet |
32 |
|
1 Not including vertical
reach; see below. |
|
|
2 Requires a 20-foot
running start. Without a running start, double the DC. |
|
Obviously, the difficulty of
reaching a given height varies according to the size of the character or
creature. The maximum vertical reach (height the creature can reach without
jumping) for an average creature of a given size is shown on the table below.
(As a Medium creature, a typical human can reach 8 feet without jumping.)
Quadrupedal creatures don’t have the same vertical reach as a
bipedal creature; treat them as being one size category smaller.
Creature Size
|
Vertical Reach
|
|
Colossal |
128 ft. |
|
Gargantuan |
64 ft. |
|
Huge |
32 ft. |
|
Large |
16 ft. |
|
Medium |
8 ft. |
|
Small |
4 ft. |
|
Tiny |
2 ft. |
|
Diminutive |
1 ft. |
|
Fine |
1/2 ft. |
Hop Up: You can jump up onto an object as tall as your waist,
such as a table or small boulder, with a DC 10 Jump check. Doing so counts as
10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then
hop up onto a counter. You do not need to get a running start to hop up, so the
DC is not doubled if you do not get a running start.
Jumping Down: If you intentionally jump from a height, you take less
damage than you would if you just fell. The DC to jump down from a height is
15. You do not have to get a running start to jump down, so the DC is not
doubled if you do not get a running start.
If you succeed on the check,
you take falling damage as if you had dropped 10 fewer feet than you actually
did.
Action: None. A Jump check is included in your movement, so
it is part of a move action. If you run out of movement mid-jump, your next
action (either on this turn or, if necessary, on your next turn) must be a move
action to complete the jump.
Special: Effects that increase your movement also increase
your jumping distance, since your check is modified by your speed.
If you have the Run feat, you
get a +4 bonus on Jump checks for any jumps made after a running start.
A halfling
has a +2 racial bonus on Jump checks because halflings
are agile and athletic.
If you have the Acrobatic
feat, you get a +2 bonus on Jump checks.
Synergy: If you have 5 or more ranks in Tumble, you get a +2
bonus on Jump checks.
If you have 5 or more ranks
in Jump, you get a +2 bonus on Tumble checks.
KNOWLEDGE (
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 listed typical
fields of study.
• Arcana
(ancient mysteries, magic traditions, arcane symbols, cryptic phrases,
constructs, dragons, magical beasts)
• Architecture and
engineering (buildings, aqueducts, bridges, fortifications)
• Dungeoneering
(aberrations, caverns, oozes, spelunking)
• Geography (lands, terrain,
climate, people)
• History (royalty, wars,
colonies, migrations, founding of cities)
• Law
(Law, legislation, litigation, and legal rights and
obligations. Political and governmental institutions and processes)
• Local (legends, personalities,
inhabitants, laws, customs, traditions, humanoids)
• Nature (animals, fey,
giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
• Nobility and royalty
(lineages, heraldry, family trees, mottoes, personalities)
• Religion (gods and
goddesses, mythic history, ecclesiastic tradition, holy symbols, outsiders,
undead)
• The planes (the Inner
Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, elementals,
magic related to
the planes)
Check: Answering a question within your field of study has a
DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30
(for really tough questions).
In many cases, you can use
this skill to identify monsters and their special powers or vulnerabilities. In
general, the DC of such a check equals 10 + the monster’s HD. A successful
check allows you to remember a bit of useful information about that monster.
For every 5 points by which
your check result exceeds the DC, you recall another piece of useful
information.
Action: Usually none. In most cases, making a Knowledge check
doesn’t take an action—you simply know the answer or you don’t.
Try Again: No. The check represents what you know, and thinking
about a topic a second time doesn’t let you know something that you never learned
in the first place.
Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft
checks.
If you have 5 or more ranks
in Knowledge (architecture and engineering), you get a +2 bonus on Search
checks made to find secret doors or hidden compartments.
If you have 5 or more ranks
in Knowledge (geography), you get a +2 bonus on Survival checks made to keep
from getting lost or to avoid natural hazards.
If you have 5 or more ranks
in Knowledge (history), you get a +2 bonus on bardic
knowledge checks.
If you have 5 or more ranks
in Knowledge (local), you get a +2 bonus on Gather Information checks.
If you have 5 or more ranks
in Knowledge (law), you get a +2 bonus on Forgery checks.
If you have 5 or more ranks
in Knowledge (nature), you get a +2 bonus on Survival checks made in
aboveground natural environments (aquatic, desert, forest, hill, marsh,
mountains, or plains).
If you have 5 or more ranks
in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.
If you have 5 or more ranks
in Knowledge (religion), you get a +2 bonus on turning checks against undead.
If you have 5 or more ranks
in Knowledge (the planes), you get a +2 bonus on Survival checks made while on
other planes.
If you have 5 or more ranks
in Knowledge (dungeoneering), you get a +2 bonus on
Survival checks made while underground.
If you have 5 or more ranks
in Survival, you get a +2 bonus on Knowledge (nature) checks.
Untrained: An untrained Knowledge check is simply an
Intelligence check. Without actual training, you know only common knowledge (DC
10 or lower).
LISTEN (WIS)
Check: Your Listen check is either made against a DC that
reflects how quiet the noise is that you might hear, or it is opposed by your
target’s Move Silently check.
|
Listen DC |
Sound |
|
–10 |
A battle |
|
0 |
People talking1 |
|
5 |
A person in medium armor
walking at a slow pace (10 ft./round) trying not to make any noise. |
|
10 |
An unarmored person walking
at a slow pace (15 ft./round) trying not to make any noise |
|
15 |
A 1st-level rogue using
Move Silently to sneak past the listener |
|
15 |
People whispering1 |
|
19 |
A cat stalking |
|
30 |
An owl gliding in for a
kill |
|
1 If you beat the DC by 10
or more, you can make out what’s being said, assuming that you understand the
language. |
|
|
Listen DC Modifier |
Condition |
|
+5 |
Through a door |
|
+15 |
Through a stone wall |
|
+1 |
Per 10 feet of distance |
|
+5 |
Listener distracted |
In the case of people trying
to be quiet, the DCs given on the table could be
replaced by Move Silently checks, in which case the indicated DC would be their
average check result.
Action: Varies. Every time you have a chance to hear
something in a reactive manner (such as when someone makes a noise or you move
into a new area), you can make a Listen check without using an action. Trying
to hear something you failed to hear previously is a move action.
Try Again: Yes. You can try to hear something that you failed to
hear previously with no penalty.
Special: When several characters are listening to the same
thing, a single 1d20 roll can be used for all the individuals’ Listen checks.
A fascinated creature takes a
–4 penalty on Listen checks made as reactions.
If you have the Alertness
feat, you get a +2 bonus on Listen checks.
A ranger gains a bonus on
Listen checks when using this skill against a favored enemy.
An elf, gnome, or halfling has a +2 racial bonus on Listen checks.
A half-elf has a +1 racial
bonus on Listen checks..
A sleeping character may make
Listen checks at a –10 penalty. A successful check awakens the sleeper.
MENTAL DISCIPLINE (WIS;
TRAINED ONLY)
Use
this skill to realize that you are dreaming, lucid dream. consciously direct
elements of a dream, manifest objects of spiritual realm, enter a Zen
meditative state, and move into other dreamscapes
Check:
Making a Mental Discipline check is a standard action that
provokes an attack of opportunity.
|
Task
|
DC |
|
Realize
you are dreaming |
5 |
|
Change
one aspect of your personal dreamscape |
15 |
|
Change
one aspect of another’s dreamscape |
20 |
|
Change
your personal appearance |
20 |
|
Depart
one dreamscape for another |
15 |
|
Depart
a dreamscape for the Dreamheart |
25 |
|
Pull
another with you into the Dreamheart |
* |
|
Leave
the Dreamheart |
20 |
|
Meditative
state |
15+ |
|
Meditate
instead of sleeping |
35 |
|
Manifest
objects of a spiritual realm |
** |
*You
must first successfully grapple your opponent. Then, instead of attempting to
pin him or her, make a Mental Discipline check (DC 25) on your next action. If
you succeed, you and your foe tumble into the Dreamheart.
**
You can replicate something you owned in life.
If it was one your body when you left your body the DC is equal to the
value of the item in gp and divided by 1,000. If it was yours but not on your body when you
left your body the DC is equal to the value of the item in gp
and divided by 100. For creating
something that you did not posses in life
the DC is equal to the value of the item in gp
and multiplied by 5.
Change
Aspect: An aspect of a dreamscape includes background features such as
lighting, terrain, architecture of a given building, vegetation (or lack
thereof), and other relatively innocuous characteristics of a dreamscape. You
can’t use Mental Discipline to make a bolt of lightning strike a foe or open a
pit below an enemy.
Change
Appearance: You can adopt the outward appearance of another
creature within two size categories of your own. None of your abilities change,
just your appearance.
Meditative
State: You can’t take any physical actions while meditating. While meditating you heal at twice the normal
amount natural healing. Treat time
meditating as full rest. You gain a +1 bonus to concentration, all knowledge,
and all wisdom based skill checks whilst meditating, plus an additional +1 for
every 5 points over 15.
Retry: You can make a Mental
Discipline check once per round.
Classes: Consider Mental
Discipline a class skill for Champions, Clerics, Druids, Knights, Monks,
Paladins, Priests, Reapers, and Shamans
Special: An elf has a +2 racial bonus on Mental Discipline
checks.
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 normal
speed at no penalty. When moving at a speed greater than one-half but less than
your full speed, you take a –5 penalty. It’s practically impossible (–20
penalty) to move silently while running or charging.
Noisy surfaces, such as bogs
or undergrowth, are tough to move silently across. When you try to sneak across
such a surface, you take a penalty on your Move Silently check as indicated
below.
Surface
|
Check Modifier
|
|
Noisy (scree,
shallow or deep bog, undergrowth, dense rubble) |
–2 |
|
Very noisy (dense
undergrowth, deep snow) |
–5 |
Action:None. A
Move Silently check is included in your movement or other activity, so it is
part of another action.
Special: The master of a cat familiar gains a +3 bonus on Move
Silently checks.
A halfling
has a +2 racial bonus on Move Silently checks.
If you have the Stealthy
feat, you get a +2 bonus on Move Silently checks.
OPEN
Attempting an Open Lock check
without a set of thieves’ tools imposes a –2 circumstance penalty on the check,
even if a simple tool is employed. If you use masterwork thieves’ tools, you
gain a +2 circumstance bonus on the check.
Check: The DC for opening a lock varies from 20 to 40,
depending on the quality of the lock, as given on the table below.
Lock
|
DC
|
Lock
|
DC
|
|
Very simple lock |
20 |
Good lock |
30 |
|
Average lock |
25 |
Amazing lock |
40 |
Action: Opening a lock is a full-round action.
Special: If you have the Nimble Fingers feat, you get a +2
bonus on Open Lock checks.
Untrained: You cannot pick locks untrained, but you might
successfully force them open.
PERFORM (CHA)
Like Craft, Knowledge, and
Profession, Perform is actually a number of separate skills.
You could have several
Perform skills, each with its own ranks, each purchased as a separate skill.
Each of the nine categories
of the Perform skill includes a variety of methods, instruments, or techniques,
a small list of which is provided for each category below.
• Act (comedy, drama, mime)
• Comedy (buffoonery,
limericks, joke-telling)
• Dance (ballet, waltz, jig)
• Keyboard instruments
(harpsichord, piano, pipe organ)
• Oratory (epic, ode,
storytelling)
• Percussion instruments
(bells, chimes, drums, gong)
• String instruments (fiddle,
harp, lute, mandolin)
• Wind instruments (flute,
pan pipes, recorder, shawm, trumpet)
• Sing (ballad, chant,
melody)
Check: You can impress audiences with your talent and skill.
|
Perform DC |
Performance |
|
10 |
Routine performance. Trying
to earn money by playing in public is essentially begging. You can earn 1d10
cp/day. |
|
15 |
Enjoyable performance. In a
prosperous city, you can earn 1d10 sp/day. |
|
20 |
Great performance. In a
prosperous city, you can earn 3d10 sp/day. In time, you may be invited to
join a professional troupe and may develop a regional reputation. |
|
25 |
Memorable
performance. In a prosperous city, you can earn 1d6 gp/day.
In time, you may come to the attention of noble patrons and develop a
national reputation. |
|
30 |
Extraordinary performance.
In a prosperous city, you can earn 3d6 gp/day. In
time, you may draw attention from distant potential patrons, or even from extraplanar beings. |
A masterwork musical
instrument gives you a +2 circumstance bonus on Perform checks that involve its
use.
Action: Varies. Trying to earn money by playing in public
requires anywhere from an evening’s work to a full day’s performance. The
bard’s special Perform-based abilities are described in that class’s
description.
Try Again: Yes. Retries are allowed, but they don’t negate
previous failures, and an audience that has been unimpressed in the past is
likely to be prejudiced against future performances. (Increase the DC by 2 for
each previous failure.)
Special: A bard must have at least 3 ranks in a Perform skill
to inspire courage in his allies, or to use his countersong
or his fascinate ability. A bard needs 6 ranks in a Perform skill to
inspire competence, 9 ranks to use his suggestion ability, 12 ranks to
inspire greatness, 15 ranks to use his song of freedom ability, 18 ranks
to inspire heroics, and 21 ranks to use his mass suggestion ability. See
Bardic Music in the bard class description.
In addition to using the
Perform skill, you can entertain people with sleight of hand, tumbling,
tightrope walking, and spells (especially illusions).
PROFESSION (WIS; TRAINED
ONLY)
Like Craft, Knowledge, and
Perform, Profession is actually a number of separate skills. You could have
several Profession skills, each with its own ranks, each purchased as a separate
skill. While a Craft skill represents ability in creating or making an item, a
Profession skill represents an aptitude in a vocation requiring a broader range
of less specific knowledge.
Check: You can practice your trade and make a decent living,
earning about half your Profession check result in gold pieces 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 helpers, and how to handle common
problems.
Action: Not applicable. A single check generally represents a
week of work.
Try Again: Varies. 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.
Untrained: Untrained laborers and assistants (that is,
characters without any ranks in Profession) earn an average of 1 silver piece
per day.
Repair (Int) Trained Only
Check: Most Repair checks are made to fix complex electronic
or mechanical devices. The DC is set by the GM. In general, simple repairs have
a DC of 10 to 15 and require no more than a few minutes to accomplish. More
complex repair work has a DC of 20 or higher and can require an hour or more to
complete. Making repairs can also involves a monetary cost when spare parts or
new components. The GM decides whether
this represents a significant problem, causing an increase in time and
requiring a monetary loss.
Repair Task
(Example)
|
Repair DC
|
Time
|
|
Simple (tool, simple
weapon) |
10 |
1 min. |
|
Moderate (mechanical
component) |
20 |
10 min. |
|
Complex (mechanical device) |
30 |
1 hr. |
|
Advanced (cutting-edge
mechanical device) |
40 |
10 hr. |
Jury-Rig: A character
can choose to attempt jury-rigged, or temporary, repairs. Doing this reduces
the Repair check DC by 5, and allows the character to make the checks in as
little as a full-round action. However, a jury-rigged repair can only fix a single
problem with a check, and the temporary repair only lasts for a number of hours
equal half the check. The jury-rigged object must be fully repaired thereafter.
A character can also use
jury-rig to hot-wire a car or jump-start an engine or electronic device. The DC
for this is at least 15, and it can be higher depending on the presence of
security devices.
The jury-rig application of
the Repair skill can be used untrained.
Try Again?: Yes, though in some specific cases, the GM may decide
that a failed Repair check has negative ramifications that prevent repeated
checks.
Special: A character can take 10 or take 20 on a Repair check.
When making a Repair check to accomplish a jury-rig repair, a character can’t
take 20.
Repair requires an electrical
tool kit, a mechanical tool kit, or a multipurpose tool, depending on the task.
If the character do not have the appropriate tools, he or she takes a –4
penalty on the check.
Craft (mechanical) or Craft
(electronic) can provide a +2 synergy bonus on Repair checks made for
mechanical or electronic devices (see Skill Synergy).
A character with the Gearhead feat and at least 1 rank in this skill gets a +2
bonus on all Repair checks.
Time: See the table for guidelines. A character can make a
jury-rig repair as a full-round action, but the work only lasts until the end
of the current encounter.
RIDE (DEX)
If you attempt to ride a
creature that is ill suited as a mount, you take a –5 penalty on your Ride
checks.
Check: Typical riding actions don’t require checks. You can
saddle, mount, ride, and dismount from a mount without a problem.
The following tasks do
require checks.
Task
|
Ride DC
|
Task
|
Ride DC
|
|
Guide with knees |
5 |
Leap |
15 |
|
Stay in saddle |
5 |
Spur mount |
15 |
|
Fight with warhorse |
10 |
Control mount in battle |
20 |
|
Cover |
15 |
Fast mount or dismount |
201 |
|
Soft fall |
15 |
|
|
|
1 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 your Ride check at the
start of your turn. If you fail, you can use only one hand this round because
you need to use the other to control your mount.
Stay in Saddle: You can react instantly to try to avoid falling when
your mount rears or bolts unexpectedly or when you take damage. This usage does
not take an action.
Fight with Warhorse: If you direct your war-trained mount to attack in
battle, you can still make your own attack or attacks normally. This usage is a
free action.
Cover: You can react instantly to drop down and hang
alongside your mount, using it as cover. You can’t attack or cast spells while
using your mount as cover. If you fail your Ride check, you don’t get the cover
benefit. This usage does not take an action.
Soft Fall: You can react instantly to try to take no damage when
you fall off a mount—when it is killed or when it falls, for example. If you
fail your Ride check, you take 1d6 points of falling damage. This usage does
not take an action.
Leap: You can get your mount to leap obstacles as part of
its movement. Use your Ride modifier or the mount’s Jump modifier, whichever is
lower, to see how far the creature can jump. If you fail your Ride check, you
fall off the mount when it leaps and take the appropriate falling damage (at
least 1d6 points). This usage does not take an action, but is part of the
mount’s movement.
Spur Mount: You can spur your mount to greater speed with a move
action. A successful Ride check increases the mount’s speed by 10 feet for 1
round but deals 1 point of damage to the creature. You can use this ability
every round, but each consecutive round of additional speed deals twice as much
damage to the mount as the previous round (2 points, 4 points, 8 points, and so
on).
Control Mount in Battle: As a move action, you can attempt to control a light
horse, pony, heavy horse, or other mount not trained for combat riding while in
battle. If you fail the Ride check, you can do nothing else in that round. You
do not need to roll for warhorses or warponies.
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of
up to one size category larger than yourself as a free action, provided that
you still have a move action available that round. If you fail the Ride check,
mounting or dismounting is a move action. You can’t use fast mount or dismount
on a mount more than one size category larger than yourself.
Action: Varies. Mounting or dismounting normally is a move
action. Other checks are a move action, a free action, or no action at all, as
noted above.
Special: If you are riding bareback, you take a –5 penalty on
Ride checks.
If your mount has a military
saddle you get a +2 circumstance bonus on Ride checks related to staying in the
saddle.
The Ride skill is a
prerequisite for the feats Mounted Archery, Mounted Combat, Ride-By Attack,
Spirited Charge,
Trample.
If you have the Animal
Affinity feat, you get a +2 bonus on Ride checks.
Synergy: If you have 5 or more ranks in Handle Animal, you get
a +2 bonus on Ride checks.
SEARCH (
Check: You generally must be within 10 feet of the object or
surface to be searched. The table below gives DCs for
typical tasks involving the Search skill.
Task
|
Search DC
|
|
Ransack a chest full of
junk to find a certain item |
10 |
|
Notice a typical secret
door or a simple trap |
20 |
|
Find a difficult nonmagical trap (rogue only)1 |
21 or higher |
|
Find a magic trap (rogue
only)1 |
25 + level of spell used to
create trap |
|
Notice a well-hidden secret
door |
30 |
|
Find a footprint |
Varies2 |
|
1
Dwarves (even if they are not rogues) can use Search to find traps built into
or out of stone. |
|
|
2 A successful Search check
can find a footprint or similar sign of a creature’s passage, but it won’t
let you find or follow a trail. See the Track feat for the appropriate DC. |
|
Action: It takes a full-round action to search a
5-foot-by-5-foot area or a volume of goods 5 feet on a side.
Special: An elf has a +2 racial bonus on Search checks, and a
half-elf has a +1 racial bonus. An elf (but not a half-elf) who simply passes
within 5 feet of a secret or concealed door can make a Search check to find
that door.
If you have the Investigator
feat, you get a +2 bonus on Search checks.
The spells explosive
runes, fire trap, glyph of warding, symbol, and teleportation circle create
magic traps that a rogue can find by making a successful Search check and then
can attempt to disarm by using Disable Device. Identifying the location of a snare
spell has a DC of 23. Spike growth and spike stones create
magic traps that can be found using Search, but against which Disable Device
checks do not succeed. See the individual spell descriptions for details.
Active abjuration spells
within 10 feet of each other for 24 hours or more create barely visible energy
fluctuations. These fluctuations give you a +4 bonus on Search checks to locate
such abjuration spells.
Synergy: If you have 5 or more ranks in Search, you get a +2
bonus on Survival checks to find or follow tracks.
If you have 5 or more ranks
in Knowledge (architecture and engineering), you get a +2 bonus on Search
checks to find secret doors or hidden compartments.
Restriction: While anyone can use Search to find a trap whose DC
is 20 or lower, only a rogue can use Search to locate traps with higher DCs. (Exception: The spell find traps temporarily
enables a cleric to use the Search skill as if he were a rogue.)
A dwarf, even one who is not
a rogue, can use the Search skill to find a difficult trap (one with a DC
higher than 20) if the trap is built into or out of stone. He gains a +2 racial
bonus on the Search check from his stonecunning
ability.
SEDUCE (CHA)
Check: You can change another’s behavior with a successful
check. Your Seduce check is opposed by the target’s modified level check (1d20
+ character level or Hit Dice + target’s Wisdom bonus [if any] + target’s
modifiers on saves against compulsions). If you beat your target’s check
result, you may treat the target as friendly, but only for the purpose of
actions taken while it remains seduced. (That is, the target retains its normal
attitude, but will chat, advise, offer limited help, or advocate on your behalf
while seduced. See the Diplomacy skill, above, for additional details.) The
effect lasts as long as the target remains in your presence and for 1d 6×10
minutes afterward. After this time, the target’s default attitude will revert
to its original attitude (or indifferent, if no attitude is specified).
If you fail the check the
target gets to make a bluff at a +2 bonus to convince you your attempt was
successful.
If you fail the check by 5 or
more, the target provides you with incorrect or useless information, or
otherwise frustrates your efforts.
If you succeed the check by 10 or more, the target is
willing to bed you and you may treat the target as helpful. If you do bed the target, you must make a DC
15 Diplomacy within 1d6 days or their Default attitude drops one level.
Beguile Opponent: You can also use Seduce to distract an opponent’s in combat. To do so,
make a Seduce check opposed by the target’s modified level check (see above).
If you win, the target becomes dazed for 1 round. A dazed
character can take no actions, but has no penalty to AC. You can seduce only an opponent that you can
threaten in melee combat (you do not have to have a melee weapon out, you just
have to be near enough to the opponent to threaten) and that can see you. If attacked by you after being seduced the
target’s gains a +2 cumulative circumstance to the target’s level check for the
rest of the fight.
Action: Varies. Changing another’s behavior requires 1 minute
of interaction. Seducing an opponent in combat is a standard action.
Try Again: Optional, but not recommended because retries usually
do not work. Even if the initial check succeeds, the other character can be
seduced only 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 seducer,
and a retry is futile.
Special: You take a –4 penalty on your Seduce check for every
size category that you are larger than your target (Dwarves count as small for
the purpose of seduction checks; Nephilim, Goliaths, and half giants count as
large). Additionally, you take a –4 penalty on your Seduce check for every size
category that you are smaller than your target.
You take a –4 penalty on your
Seduce check if you and the character do not share a language.
You take a –30 penalty on
your Seduce check if the character’s sexual orientation does not incline them
to your gender.
You take a –2 penalty on your
Seduce check if the creature is of another race but similar race such as one
humanoid attempting to seduce another humanoid, but if the races are radically
different such a humanoid and a monstrous humanoid or a dragon and an
aberration you suffer a –4.
A character immune to
compulsion can’t be seduced, nor can nonintelligent
creatures.
An elf has a +2 racial bonus
on seduce checks.
A Dwarf has a +2 racial bonus
on to his or her character level to resist seduction.
A Halfling suffers a –2
racial penalty on to his or her character level to resist seduction.
Females have a +1 gender
bonus on seduce checks
If you have the Lover feat,
you get a +2 bonus on Seduce checks.
Synergy: If you have 5 or more ranks in Bluff, Diplomacy,
Foreplay, Intimidate, Knowledge (local), Knowledge pertinent to the target, or
Sense Motive, you get a +2 bonus on Seduce checks.
Classes:
Seduce is a class skill for Bards, Pirates, Knights, Rogues, Priest, Sorcerers,
Swashbucklers, and Villains. Most
Prestige classes with bluff as a class skill may add seduce as well, ask the
DM.
SENSE MOTIVE (WIS)
Check: A successful check lets you avoid being bluffed (see
the Bluff skill). You can also use this skill to determine when “something is
up” (that is, something odd is going on) or to assess someone’s
trustworthiness.
Task
|
Sense Motive DC
|
|
Hunch |
20 |
|
Sense enchantment |
25 or 15 |
|
Discern secret message |
Varies |
Hunch: This use of the skill involves making 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.
Sense Enchantment: You can tell that someone’s behavior is being
influenced by an enchantment effect (by definition, a mind-affecting effect),
even if that person isn’t aware of it. The usual DC is 25, but if the target
is dominated (see dominate person), the DC is only 15 because of the
limited range of the target’s activities.
Discern Secret Message: You may use Sense Motive to detect that a hidden
message is being transmitted via the Bluff skill. In this case, your Sense
Motive check is opposed by the Bluff check of the character transmitting the
message. For each piece of information relating to the message that you are
missing, you take a –2 penalty on your Sense Motive check. If you succeed by 4
or less, you know that something hidden is being communicated, but you can’t
learn anything specific about its content. If you beat the DC by 5 or more, you
intercept and understand the message. If you fail by 4 or less, you don’t
detect any hidden communication. If you fail by 5 or more, you infer some false
information.
Action: Trying to gain information with Sense Motive
generally takes at least 1 minute, and you could spend a whole evening trying
to get a sense of the people around you.
Try Again: No, though you may make a Sense Motive check for each
Bluff check made against you.
Special: A ranger gains a bonus on Sense Motive checks when
using this skill against a favored enemy.
If you have the Negotiator
feat, you get a +2 bonus on Sense Motive checks.
Synergy: If you have 5 or more ranks in Sense Motive, you get
a +2 bonus on Diplomacy checks.
SLEIGHT OF
Check: A DC 10 Sleight of Hand check lets you palm a
coin-sized, unattended object. Performing a minor feat of legerdemain, such as
making a coin disappear, also has a DC of 10 unless an observer is determined
to note where the item went.
When you use this skill under
close observation, your skill check is opposed by the observer’s Spot check.
The observer’s success doesn’t prevent you from performing the action, just
from doing it unnoticed.
You can hide a small object
(including a light weapon or an easily concealed ranged weapon, such as a dart,
sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by
the Spot check of anyone observing you or the Search check of anyone frisking
you. In the latter case, the searcher gains a +4 bonus on the Search check,
since it’s generally easier to find such an object than to hide it. A dagger is
easier to hide than most light weapons, and grants you a +2 bonus on your
Sleight of Hand check to conceal it. An extraordinarily small object, such as a
coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to
conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus
on the check.
Drawing a hidden weapon is a
standard action and doesn’t provoke an attack of opportunity.
If you try to take something
from another creature, you must make a DC 20 Sleight of Hand check to obtain
it. The opponent makes a Spot check to detect the attempt, opposed by the same
Sleight of Hand check result you achieved when you tried to grab the item. An
opponent who succeeds on this check notices the attempt, regardless of whether
you got the item.
You can also use Sleight of
Hand to entertain an audience as though you were using the Perform skill. In
such a case, your “act” encompasses elements of legerdemain, juggling, and the
like.
Sleight of Hand DC
|
Task
|
|
10 |
Palm a coin-sized object,
make a coin disappear |
|
20 |
Lift a small object from a
person |
Action: Any Sleight of Hand check normally is a standard
action. However, you may perform a Sleight of Hand check as a free action by
taking a –20 penalty on the check.
Try Again: Yes, but after an initial failure, a second Sleight
of Hand attempt against the same target (or while you are being watched by the
same observer who noticed your previous attempt) increases the DC for the task
by 10.
Special: If you have the Deft Hands feat, you get a +2 bonus
on Sleight of Hand checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2
bonus on Sleight of Hand checks.
Untrained: An untrained Sleight of Hand check is simply a
Dexterity check. Without actual training, you can’t succeed on any Sleight of
Hand check with a DC higher than 10, except for hiding an object on your body.
SPEAK LANGUAGE (NONE; TRAINED
ONLY)
Languages of Mierdyyn
This is a list available to
the denizens of Urth.
(+) indicates languages that
use a combined alphabets made of a mixture two other alphabets like English
(/) indicates languages that
have multiple complete alphabets as say the Japanese. A creature gains a bouns
language for every 100 yrs of life they have lived.
Name Typical
Users Alphabet
Abyssal Chaotic Evil
Outsiders Infernal+Asurak
Alrithmic Alchemist Alruithmic
Albion Omlunners Common
Ashulacah (ancient) Light
Elves Illyashschuioldian/Akhsumeshtal/Berroehk/Dahreen
Astral Chaotic Good Outsiders Celestial+Asurak
Asurasen Chaotic
Outsiders Asurak
Aquan Water-based
Creatures Atlantian
Auran Air-based
Creatures Draconic
Caledonian Shodlunners Common
Celestial Good Outsiders Celestial
Deval Lawful
Outsiders Devan
Draconic Dragons, lizardfolk Draconic
Druidic Druidic Drudic
Dwarven Dwarves Dwarven
Elvish Elves Elven
Gargantian Giants Dwarven
Gnomish Gnomes Dwarven
Goblin Goblins Dwarven
Gnollic Gnoll Common
Halfling Halflings Common
High Vaellish Vaellic
Nobles Thaylijian
Hyrallen (eldr. Elf Com.) The Kingdom of Hyrallosh Druidic
Ignan Fire-based
Creatures Draconic
Infernal Evil Outsiders Infernal
Infernal (Wasteland
dialect) Wastelanders Black
Rune
Hibernian Aeirslunners Common
Low Vaellish Vaellic
commoners Thaylijian
Lucian Lawful Good
Outsiders Celestial+Devan
Magian Mertherrin Rune+Draconic
Majique Wizards
of the Magi Rune
Maol’leionic Maoleionish Maol’leionic
Morttorn The
Dwarves of Morttoria Morttorn
Orkish Orcs Orkish
Noctian Nightelves Lucian+Elven/Illashschuioldian
Runish The
Sorcerers of the Magi Rune
Saurin Reptilians Herpetal
Sylvan Dryads Elven
Tartarean Lawful
Evil Outsiders Infernal+Devan
Terran Earth-based
Creatures Dwarven
Umbrian Darkelves Elven
Undercommon Drow, Mind Flayers Elven
Zien Outsiders Zien
Zuul Zul Xa’tsul
Languages of Regions
This is the language which replaces common for your
people.
Name Land
and/or People of Origin Alphabet
Ashulacah (ancient) The
Kingdom of Hyrallosh Illashschuioldian/Akhsumeshtal/Berroehk/Dahreen
Infernal (Wasteland
dialect) Wastelanders Black
Rune
Hyr’allen (Elf Common) The
Kingdom of Hyrallosh Druidic
Magian Mertherian Kingdom Rune+Draconic
Maol’leionic The
Maol’eoin Empire Maol’leionic
Morttorn (Dwarf common) The
Mountains of Morttoria Morttorn
Noctian The
Forest of the Nightelves Elven+Lucian/Illashschuioldian
Vaellic The
Uuailslunn Empire Thaylijian/Common
Umbrian The Halls of
the Darkelves Elven
Nordish The
Northern Wastelands Nordic
Languages know only to
Certain Classes
Name Required
Class Alphabet
Alrithmic Alchemist Alrithmic
Druidic Druidic Drudic
Languages open to
clerics as bonus languages.
Name Likely
users Alphabet
Abyssal Chaotic Evil
Outsiders Infernal+Asurak
Astral Chaotic Good Outsiders Celestial+Asurak
Asurasen Chaotic
Outsiders Asurak
Devan Lawful
Outsiders Devan
Celestial Good Outsiders Celestial
Infernal Evil Outsiders Infernal
Lucian Lawful Good
Outsiders Celestial+Devan
Tartarean Lawful
Evil Outsiders Infernal+Devan
Zien (the outsider
common) Outsiders Zien
Languages open to
wizards as bonus languages.
Name Likely
users Alphabet
Draconic Dragons, lizardfolk Draconic
Majique Wizards
from the academes Rune
Languages open to
Sorcerers as bonus languages.
Name Likely
users Alphabet
Runish Sorcerer
from the Majia Rune
Action: Not applicable.
Try Again: Not applicable. There are no Speak Language checks to
fail.
The Speak Language skill
doesn’t work like other skills. Languages work as follows.
• You start at 1st level
knowing one or two languages (based on your race), plus an additional number of
languages equal to your starting Intelligence bonus.
• You can purchase Speak
Language just like any other skill, but instead of buying a rank in it, you
choose a new language that you can speak.
• You don’t make Speak
Language checks. You either know a language or you don’t.
• A literate character
(anyone but a barbarian who has not spent skill points to become literate) can
read and write any language she speaks. Each language has an alphabet, though
sometimes several spoken languages share a single alphabet.
SPELLCRAFT (
Use this skill to identify
spells as they are cast or spells already in place.
Spellcraft DC
|
Task
|
|
13 |
When using read magic, identify
a glyph of warding. No action required. |
|
15 + spell level |
Identify a spell being
cast. (You must see or hear the spell’s verbal or somatic components.) No
action required. No retry. |
|
15 + spell level |
Learn a spell from a spellbook or scroll (wizard only). No retry for that
spell until you gain at least 1 rank in Spellcraft
(even if you find another source to try to learn the spell from). Requires 8
hours. |
|
15 + spell level |
Prepare a spell from a
borrowed spellbook (wizard only). One try per day.
No extra time required. |
|
15 + spell level |
When casting detect
magic, determine the school of magic involved in the aura of a single
item or creature you can see. (If the aura is not a spell effect, the DC is 15
+ one-half caster level.) No action required. |
|
19 |
When using read magic, identify
a symbol. No action required. |
|
20 + spell level |
Identify a spell that’s
already in place and in effect. You must be able to see or detect the effects
of the spell. No action required. No retry. |
|
20 + spell level |
Identify materials created
or shaped by magic, such as noting that an iron wall is the result of a wall
of iron spell. No action required. No retry. |
|
20 + spell level |
Decipher a written spell
(such as a scroll) without using read magic. One try per day. Requires
a full-round action. |
|
25 + spell level |
After rolling a saving
throw against a spell targeted on you, determine what that spell was. No
action required. No retry. |
|
25 |
Identify a potion. Requires
1 minute. No retry. |
|
20 |
Draw a diagram to allow dimensional
anchor to be cast on a magic circle spell. Requires 10 minutes. No
retry. This check is made secretly so you do not know the result. |
|
30 or higher |
Understand a strange or
unique magical effect, such as the effects of a magic stream. Time required
varies. No retry. |
Check: You can identify spells and magic effects. The DCs for Spellcraft checks
relating to various tasks are summarized on the table above.
Action: Varies, as noted above.
A spellcraft
check can be used to perform an incantation (usually called invocation if used
to cast divine magic). An Incantation
allows you to cast almost any spell one the spot. The Incantation functions as if you were
preparing the spell on the spot in much the same way a wizard or cleric
prepares each day. The spell must be
one which can be cast by a class which prepares spells such as the wizard or
cleric spell list, but not one found exclusively spontaneous caster list such
as one found on the bardic spell list. If you try to cast an arcane spell for which
you do not have written instruction or a
divine spell which your patron deity does not grant you suffer a -10 to the
check. Different classes grant differing
degrees of incantation caster levels.
The casting time of incantation is significantly longer see the chart
below. Metamagic
feats can only be apply with written instruction or if the caster has the
feat. The DC is 20+2x the level of the
spell. The spell retain the need of all
components.
An additional spell check is
required for every hour that the Incantation takes to cast. If any spellcheck
fails the spell fails, if the check fails by 5 or more point it backfires in
some way determined by the dm.
Incantations chart A
|
Incantation caster level |
|||
|
Class level |
Full Casters |
Half Casters |
Non Casters |
|
1 |
1 |
1 |
0 |
|
2 |
2 |
1 |
0 |
|
3 |
3 |
2 |
0 |
|
4 |
4 |
2 |
1 |
|
5 |
5 |
3 |
1 |
|
6 |
6 |
3 |
1 |
|
7 |
7 |
4 |
1 |
|
8 |
8 |
4 |
2 |
|
9 |
9 |
5 |
2 |
|
10 |
10 |
5 |
2 |
|
11 |
11 |
6 |
2 |
|
12 |
12 |
6 |
3 |
|
13 |
13 |
7 |
3 |
|
14 |
14 |
7 |
3 |
|
15 |
15 |
8 |
3 |
|
16 |
16 |
8 |
4 |
|
17 |
17 |
9 |
4 |
|
18 |
18 |
9 |
4 |
|
19 |
19 |
10 |
4 |
|
20 |
20 |
10 |
5 |
|
Full Casters |
Arcane Acolyte, Clerics, Durids, Sorcerers, Wizards etc. |
||
|
Half Casters |
Bards, Hexblade,
Shinobi, Paladins, Rangers etc. |
||
|
Non Casters |
Fighters, Monk, Knights,
Rogue, Samurai, etc. |
||
Incantations chart B
|
Original cast time |
Incantations cast time |
|
One standard action or less |
10 mins
per level of the spell |
|
Time is given in rounds |
30 mins
times the number of rounds given times the spell level |
|
Time is given in minutes |
1hr times the number of min
given times the spell level |
|
Time is given in hours |
1day times the number of
hrs given times the spell level |
|
Time is given in days |
1 month times the number of
days given times the spell level |
|
|
|
|
|
|
|
|
|
Try Again: See above.
Special: If you are a specialist wizard, you get a +2 bonus on
Spellcraft checks when dealing with a spell or effect
from your specialty school. You take a –5 penalty when dealing with a spell or
effect from a prohibited school (and some tasks, such as learning a prohibited
spell, are just impossible).
If you have the Magical Aptitude
feat, you get a +2 bonus on Spellcraft checks.
Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft
checks.
If you have 5 or more ranks
in Use Magic Device, you get a +2 bonus on Spellcraft
checks to decipher spells on scrolls.
If you have 5 or more ranks
in Spellcraft, you get a +2 bonus on Use Magic Device
checks related to scrolls.
Additionally, certain spells
allow you to gain information about magic, provided that you make a successful Spellcraft check as detailed in the spell description.
Check: The Spot skill is used primarily to detect characters
or creatures who are hiding. Typically, your Spot check is opposed by the Hide
check of the creature 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.
A Spot check result higher
than 20 generally lets you become aware of an invisible creature near you,
though you can’t actually see it.
Spot is also used to detect
someone in disguise (see the Disguise skill), and to read lips when you can’t
hear or understand what someone is saying.
Spot checks may be called for
to determine the distance at which an encounter begins. A penalty applies on
such checks, depending on the distance between the two individuals or groups,
and an additional penalty may apply if the character making the Spot check is
distracted (not concentrating on being observant).
Condition
|
Penalty
|
|
Per 10 feet of distance |
–1 |
|
Spotter distracted |
–5 |
Read Lips: To understand what someone is saying by reading lips,
you must be within 30 feet of the speaker, be able to see him or her speak, and
understand the speaker’s language. (This use of the skill is
language-dependent.) The base DC is 15, but it increases for complex speech or
an inarticulate speaker. You must maintain a line of sight to the lips being
read.
If your Spot 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 by 4 or less, 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 check is rolled secretly in this
case, so that you don’t know whether you succeeded or missed by 5.
Action: Varies. Every time you have a chance to spot something
in a reactive manner you can make a Spot check without using an action. Trying
to spot something you failed to see previously is a move action. To read lips,
you must concentrate for a full minute before making a Spot check, and you
can’t perform any other action (other than moving at up to half speed) during
this minute.
Try Again: Yes. You can try to spot something that you failed to
see previously at no penalty. You can attempt to read lips once per minute.
Special: A fascinated creature takes a –4 penalty on Spot
checks made as reactions.
If you have the Alertness
feat, you get a +2 bonus on Spot checks.
A ranger gains a bonus on
Spot checks when using this skill against a favored enemy.
An elf has a +2 racial bonus
on Spot checks.
A half-elf has a +1 racial
bonus on Spot checks.
The master of a hawk familiar
gains a +3 bonus on Spot checks in daylight or other lighted areas.
The master of an owl familiar
gains a +3 bonus on Spot checks in shadowy or other darkened areas.
SURVIVAL (WIS)
Check: You can keep yourself and others safe and fed in the
wild. The table below gives the DCs for various tasks
that require Survival checks.
Survival does not allow you
to follow difficult tracks unless you are a ranger or have the Track feat (see
the Restriction section below).
|
Survival DC |
Task
|
|
10 |
Get along in the wild. Move
up to one-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. |
|
15 |
Gain a +2 bonus on all
Fortitude saves against severe weather while moving up to one-half your
overland speed, or gain a +4 bonus if you remain stationary. You may grant
the same bonus to one other character for every 1 point by which your
Survival check result exceeds 15. |
|
15 |
Keep from getting lost or
avoid natural hazards, such as quicksand. |
|
15 |
Predict the weather up to
24 hours in advance. For every 5 points by which your Survival check result
exceeds 15, you can predict the weather for one additional day in advance. |
|
Varies |
Follow tracks (see the
Track feat). |
Action: Varies. A single Survival check may represent
activity over the course of hours or a full day. A Survival check made to find
tracks is at least a full-round action, and it may take even longer.
Try Again: Varies. For getting along in the wild or for gaining
the Fortitude save bonus noted in the table above, you make a Survival check
once every 24 hours. The result of that check applies until the next check is
made. To avoid getting lost or avoid natural hazards, you make a Survival check
whenever the situation calls for one. Retries to avoid getting lost in a
specific situation or to avoid a specific natural hazard are not allowed. For
finding tracks, you can retry a failed check after 1 hour (outdoors) or 10
minutes(indoors) of searching.
Restriction: While anyone can use Survival to find tracks
(regardless of the DC), or to follow tracks when the DC for the task is 10 or
lower, only a ranger (or a character with the Track feat) can use Survival to
follow tracks when the task has a higher DC.
Special: If you have 5 or more ranks in Survival, you can
automatically determine where true north lies in relation to yourself.
A ranger gains a bonus on
Survival checks when using this skill to find or follow the tracks of a favored
enemy.
If you have the
Self-Sufficient feat, you get a +2 bonus on Survival checks.
Synergy: If you have 5 or more ranks in Survival, you get a +2
bonus on Knowledge (nature) checks.
If you have 5 or more ranks
in Knowledge (dungeoneering), you get a +2 bonus on
Survival checks made while underground.
If you have 5 or more ranks
in Knowledge (nature), you get a +2 bonus on Survival checks in aboveground
natural environments (aquatic, desert, forest, hill, marsh, mountains, and
plains).
If you have 5 or more ranks
in Knowledge (geography), you get a +2 bonus on Survival checks made to keep
from getting lost or to avoid natural hazards.
If you have 5 or more ranks
in Knowledge (the planes), you get a +2 bonus on Survival checks made while on
other planes.
If you have 5 or more ranks
in Search, you get a +2 bonus on Survival checks to find or follow tracks.
Check: Make a Swim check once per round while you are in the
water. Success means you may swim at up to one-half your speed (as a full-round
action) or at one-quarter your speed (as a move action). If you fail by 4 or
less, you make no progress through the water. If you fail by 5 or more, you go
underwater.
If you are underwater, either
because you failed a Swim check or because you are swimming underwater
intentionally, you must hold your breath. You can hold your breath for a number
of rounds equal to your Constitution score, but only if you do nothing other
than take move actions or free actions. If you take a standard action or a
full-round action (such as making an attack), the remainder of the duration for
which you can hold your breath is reduced by 1 round. (Effectively, a character
in combat can hold his or her breath only half as long as normal.) After that
period of time, you must make a DC 10 Constitution check every round to
continue holding your breath. Each round, the DC for that check increases by 1.
If you fail the Constitution check, you begin to drown.
The DC for the Swim check
depends on the water, as given on the table below.
Water
|
Swim DC
|
|
Calm water |
10 |
|
Rough water |
15 |
|
Stormy water |
201 |
|
1 You can’t take 10 on a
Swim check in stormy water, even if you aren’t otherwise being threatened or
distracted. |
|
Each hour that you swim, you
must make a DC 20 Swim check or take 1d6 points of nonlethal
damage from fatigue.
Action: 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.
Special: Swim checks are subject to double the normal armor
check penalty and encumbrance penalty.
If you have the Athletic
feat, you get a +2 bonus on Swim checks.
If you have the Endurance
feat, you get a +4 bonus on Swim checks made to avoid taking nonlethal damage from fatigue.
A creature with a swim speed
can move through water at its indicated speed without making Swim checks. It
gains a +8 racial bonus on any Swim check to perform a special action or avoid
a hazard. The creature always can choose to take 10 on a Swim check, even if
distracted or endangered when swimming. Such a creature can use the run action
while swimming, provided that it swims in a straight line.
TUMBLE (DEX; TRAINED ONLY;
ARMOR CHECK PENALTY)
You can’t use this skill if
your speed has been reduced by armor, excess equipment, or loot.
Check: You can land softly when you fall or tumble past
opponents. You can also tumble to entertain an audience (as though using the
Perform skill). The DCs for various tasks involving
the Tumble skill are given on the table below.
Tumble DC
|
Task
|
|
15
|
Treat
a fall as if it were 10 feet shorter than it really is when determining
damage. |
|
15 |
Tumble at one-half speed as
part of normal movement, provoking no attacks of opportunity while doing so.
Failure means you provoke attacks of opportunity normally. Check separately
for each opponent you move past, in the order in which you pass them
(player’s choice of order in case of a tie). Each additional enemy after
the first adds +2 to the Tumble DC. |
|
25 |
Tumble at one-half speed
through an area occupied by an enemy (over, under, or around the opponent) as
part of normal movement, provoking no attacks of opportunity while doing so.
Failure means you stop before entering the enemy-occupied area and provoke an
attack of opportunity from that enemy. Check separately for each
opponent. Each additional enemy after the first adds +2 to the Tumble DC. |
Obstructed or otherwise
treacherous surfaces, such as natural cavern floors or undergrowth, are tough
to tumble through. The DC for any Tumble check made to tumble into such a
square is modified as indicated below.
|
Surface Is . . . |
DC Modifier |
|
Lightly obstructed (scree, light rubble, shallow bog1,
undergrowth) |
+2 |
|
Severely obstructed
(natural cavern floor, dense rubble, dense undergrowth) |
+5 |
|
Lightly slippery (wet
floor) |
+2 |
|
Severely slippery (ice
sheet) |
+5 |
|
Sloped or angled |
+2 |
|
1 Tumbling is impossible in
a deep bog. |
|
Accelerated Tumbling: You try to tumble past or through enemies more quickly
than normal. By accepting a –10 penalty on your Tumble checks, you can move at
your full speed instead of one-half your speed.
Action: Not applicable. Tumbling is part of movement, so a
Tumble check is part of a move action.
Try Again: Usually no. An audience, once it has judged a tumbler
as an uninteresting performer, is not receptive to repeat performances.
You can try to reduce damage
from a fall as an instant reaction only once per fall.
Special: If you have 5 or more ranks in Tumble, you gain a +3
dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus
to AC.
If you have 5 or more ranks
in Tumble, you gain a +6 dodge bonus to AC when executing the total defense
standard action instead of the usual +4 dodge bonus to AC.
If you have the Acrobatic
feat, you get a +2 bonus on Tumble checks.
Synergy: If you have 5 or more ranks in Tumble, you get a +2
bonus on Balance and Jump checks.
If you have 5 or more ranks
in Jump, you get a +2 bonus on Tumble checks.
USE MAGIC DEVICE (
Use this skill to activate
magic
Check: You can use this skill to read a spell or to activate
a magic item. Use Magic Device lets you use a magic item as if you had the
spell ability or class features of another class, as if you were a different
race, or as if you were of a different alignment.
You make a Use Magic Device
check each time you activate a device such as a wand. If you are using the
check to emulate an alignment or some other quality in an ongoing manner, you
need to make the relevant Use Magic Device check once per hour.
You must consciously choose
which requirement to emulate. That is, you must know what you are trying to
emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are
summarized on the table below.
Task
|
Use Magic Device
DC
|
|
Activate blindly |
25 |
|
Decipher a written spell |
25 + spell level |
|
Use a scroll |
20 + caster level |
|
Use a wand |
20 |
|
Emulate a class feature |
20 |
|
Emulate an ability score |
See text |
|
Emulate a race |
25 |
|
Emulate an alignment |
30 |
Activate Blindly: Some magic items are activated by special words,
thoughts, or actions. You can activate such an item as if you were using the
activation word, thought, or action, even when you’re not and even if you don’t
know it. You do have to perform some equivalent activity in order to make the
check. That is, you must speak, wave the item around, or otherwise attempt to
get it to activate. You get a special +2 bonus on your Use Magic Device check
if you’ve activated the item in question at least once before. If you fail by 9
or less, you can’t activate the device. If you fail by 10 or more, you suffer a
mishap. A mishap means that magical energy gets released but it doesn’t do what
you wanted it to do. The default mishaps are that the item affects the wrong
target or that uncontrolled magical energy is released, dealing 2d6 points of
damage to you. This mishap is in addition to the chance for a mishap that you
normally run when you cast a spell from a scroll that you could not otherwise
cast yourself.
Decipher a Written Spell: This usage works just like deciphering a written spell
with the Spellcraft skill, except that the DC is 5
points higher. Deciphering a written spell requires 1 minute of concentration.
Emulate an Ability Score: To cast a spell from a scroll, you need a high score
in the appropriate ability (Intelligence for wizard spells, Wisdom for divine
spells, or Charisma for sorcerer or bard spells). Your effective ability score
(appropriate to the class you’re emulating when you try to cast the spell from
the scroll) is your Use Magic Device check result minus 15. If you already have
a high enough score in the appropriate ability, you don’t need to make this
check.
Emulate an Alignment: Some magic items have positive or negative effects
based on the user’s alignment. Use Magic Device lets you use these items as if
you were of an alignment of your choice. You can emulate only one alignment at a
time.
Emulate a Class Feature: Sometimes you need to use a class feature to activate
a magic item. In this case, your effective level in the emulated class equals
your Use Magic Device check result minus 20.
This skill does not let you actually use the class feature of another
class. It just lets you activate items as if you had that class feature. If the
class whose feature you are emulating has an alignment requirement, you must
meet it, either honestly or by emulating an appropriate alignment with a separate
Use Magic Device check (see above).
Emulate a Race: Some magic items work only for members of certain
races, or work better for members of those races. You can use such an item as
if you were a race of your choice. You can emulate only one race at a time.
Use a Scroll: If you are casting a spell from a scroll, you have to
decipher it first. Normally, to cast a spell from a scroll, you must have the
scroll’s spell on your class spell list. Use Magic Device allows you to use a
scroll as if you had a particular spell on your class spell list. The DC is
equal to 20 + the caster level of the spell you are trying to cast from the
scroll. In addition, casting a spell from a scroll requires a minimum score (10
+ spell level) in the appropriate ability. If you don’t have a sufficient score
in that ability, you must emulate the ability score with a separate Use Magic
Device check (see above).
This use of the skill also
applies to other spell completion magic items.
Use a Wand: Normally, to use a wand, you must have the wand’s
spell on your class spell list. This use of the skill allows you to use a wand
as if you had a particular spell on your class spell list. This use of the
skill also applies to other spell trigger magic items, such as staffs.
Action: None. The Use Magic Device check is made as part of
the action (if any) required to activate the magic item.
Try Again: Yes, but if you ever roll a natural 1 while
attempting to activate an item and you fail, then you can’t try to activate
that item again for 24 hours.
Special: You cannot take 10 with this skill.
You can’t aid another on Use
Magic Device checks. Only the user of the item may attempt such a check.
If you have the Magical
Aptitude feat, you get a +2 bonus on Use Magic Device checks.
Synergy: If you have 5 or more ranks in Spellcraft,
you get a +2 bonus on Use Magic Device checks related to scrolls.
If you have 5 or more ranks
in Decipher Script, you get a +2 bonus on Use Magic Device checks related to
scrolls.
If you have 5 or more ranks
in Use Magic Device, you get a +2 bonus to Spellcraft
checks made to decipher spells on scrolls.
USE ROPE (DEX)
Check: Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized
on the table below.
Use Rope DC
|
Task |
|
10 |
Tie a firm knot |
|
101 |
Secure a grappling hook |
|
15 |
Tie a special knot, such as
one that slips, slides slowly, or loosens with a tug |
|
15 |
Tie a rope around yourself
one-handed |
|
15 |
Splice two ropes together |
|
Varies |
Bind a character |
|
1 Add 2 to the DC for every
10 feet the hook is thrown; see below. |
|
Secure a Grappling Hook: Securing a grappling hook requires a Use Rope check
(DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a
maximum DC of 20 at 50 feet). Failure by 4 or less indicates that the hook
fails to catch and falls, allowing you to try again. Failure by 5 or more
indicates that the grappling hook initially holds, but comes loose after 1d4
rounds of supporting weight. This check is made secretly, so that you don’t
know whether the rope will hold your weight.
Bind a Character: 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 +10 bonus on this
check because it is easier to bind someone than to escape from bonds. You don’t
even make your Use Rope check until someone tries to escape.
Action: Varies. Throwing a grappling hook is a standard
action that provokes an attack of opportunity. Tying a knot, tying a special
knot, or tying a rope around yourself one-handed is a full-round action that
provokes an attack of opportunity. Splicing two ropes together takes 5 minutes.
Binding a character takes 1 minute.
Special: A silk rope gives you a +2 circumstance bonus on Use
Rope checks. If you cast an animate rope spell on a rope, you get a +2
circumstance bonus on any Use Rope checks you make when using that rope.
These bonuses stack.
If you have the Deft Hands
feat, you get a +2 bonus on Use Rope checks.
Synergy: If you have 5 or more ranks in Use Rope, you get a +2
bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall
combination.
If you have 5 or more ranks
in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope
bonds.
If you have 5 or more ranks
in Escape Artist, you get a +2 bonus on checks made to bind someone.
Naughty Skills
Several
skills contained within Core Rulebook I
have new
uses in the adult arena and need new
systems and
guidelines to be put in place around
them, from
the use of Alchemy to make cures, salves
and delousers to new types of performance for
enterprising
characters.
Craft
(Alchemy)
Those in
search of a way to turn lead into gold are
not the only
practitioners of the science of alchemy.
On
alchemist’s tables and apothecaries across the
world
charlatans, has-beens and the odd genuine
genius seek
ways to make money by promising
people
better lives and invertebrate free pubes.
In addition
to the products contained within Core
Rulebook I, an
alchemist can make the following
concoctions:
Sensitivity crème, lubricant jelly,
extra-strong
delouser, orcish
fly and hot flush.
Sensitivity
crème, when rubbed into a body part
increases
the sensitivity of the nerve endings. If
rubbed into
the fingertips you gain a +1 bonus on
any
non-combat task related to dexterity. If used for
its intended
purpose the crème leads to enhanced
pleasure,
lots of giggling and messier sheets than
normal.
Creating the crème requires a successful
Alchemy
check (DC 20) and costs 1gp per dose. The
effects of a
dose of sensitivity crème last for 15
minutes, and
each dose typically goes for around
5gp on the
open market.
Lubricant
jelly, when used for its conventional
purpose
allows easier access to ‘parts unknown’ but
it can also
be smeared around small openings or on
bonds,
giving a +1 bonus to Escape Artist checks.
Creating a
dose of lubricant jelly requires a
successful
Alchemy check (DC 15) and costs 1gp.
Each does
typically fetches 4gp on the open market,
and the
jelly is normally sold in batches of three for
10gp.
Extra-strong
delouser, when dusted onto the hairy
parts of the
anatomy instantly kills any
bloodsucking
arthropods attached thereto. If
ingested it
causes stomach cramps and vomiting
unless the
character makes a successful Fortitude
save (DC
15). If a vermin of Medium-size or smaller
ingests it
they die instantly unless they succeed at a
Fortitude
save (DC 25). Creation of each dose of
this
foul-smelling powder requires a successful
Alchemy
Check (DC 20) and costs 5gp. A single
dose of this
powder usually fetches around 10gp on
the open
market, although it never sells well unless
there is a
sudden epidemic of parasites.
Orcish fly is a
powerful aphrodisiac concocted from
various
strange ingredients. It was noted that orcs
rarely
suffered from erectile dysfunction and were
always
willing and able to mate with species not
their own,
as has been evidenced by the large
number of
half-orcs scattered about the world.
Orcish fly
attempts to induce the same carefree
capability
exhibited by orcs in those who use it. If
rubbed onto
an area of flesh, this vaporeous liquid
causes blood
to rush to the surface causing swelling
and
increased sensitivity. If imbibed it causes a mild
fever.
Creation of a dose of orcish fly requires a
successful
Alchemy Check (DC 20) and costs 10gp
due to the
obscurity of the reagents. A single dose of
this potent
liquid can usually fetch as much as 20gp
on the open
market.
Hot flush is
a prank concoction often poured into
the drinks
of unsuspecting women. Within minutes
of
consumption, the imbiber will get very warm,
flushed and
sweaty, possibly needing to strip off a
little in
order to get cool unless they make a
successful
Fortitude save (DC 15). Creating a dose
of hot flush
requires a successful Alchemy check
(DC 10) and
costs 5sp. Although it is not usually
found on the
open market, being more of a
concoction
that a prankster would use against a
fellow
student than a useful one, a dose can still
fetch around
1gp from those with the intention to
use it.
Concentration
Being hurt
or damaged is not the only thing that can
prevent a
mage from casting spells and casting spells
in
difficult situations is not the only reason to
concentrate.
Those with this skill can use it to stave
off orgasm
by counting, thinking about the
inevitable
death of the universe or last night’s orcish
raid scores.
The DC for doing so starts at 10 and
rises by
five for each minute of prolonged activity.
In addition
to those listed in Core Rulebook I,
casting
spells is difficult in the following
circumstances…
|
DC |
Distraction |
|
20 + spell
level |
Engaged in
intercourse. |
|
15 + spell
level |
Receiving
oral attention. |
|
15 + spell
level |
Giving
oral attention (unable to cast spells with verbal components). |
|
10 + spell
level+ skill check |
Receiving
a lap dance. |
|
5 + spell
level+ opponent’s Charisma modifier |
Facing an
attractive and naked opponent in battle. |
|
10 |
Needing to
adjust one’s tackle. |
Perform
The types of
performance mentioned in Core
Rulebook I do not delve
into the various wonders
that the
twilight world
of the
streets has to
offer.
Some
additional types
of
performance suited
to an adult
artist
include
bawdy songs,
fellatio,
glamour modelling, lap
dance, mud
wrestling, oil
wrestling,
pole dance, soliciting,
strip-o-gram and striptease.
[*] When developing an epic dc craft it is considered 1/3rd of its actual value for the progress multiplier.