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.
|
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) |
|
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. |
||
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.
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.
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.
This synergy
bonus increases by +2 for every additional 20 ranks the character has in the
skill.
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
This section
describes each skill, including common uses and typical modifiers. Characters
can sometimes use skills for purposes other than those noted here.
Here is the
format for skill descriptions.
SKILL NAME
The skill name
line includes (in addition to the name of the skill) the following
information.
Key
Ability: The abbreviation of the ability whose modifier applies to
the skill check. Exception: Speak Language has
“None” as its key ability because the use of this skill does not require a
check.
Trained
Only: If this notation is included in the skill name line, you
must have at least 1 rank in the skill to use it. If it is
omitted, the skill can be used untrained (with a rank of 0). If any special
notes apply to trained or untrained use, they are covered in the Untrained section (see
below).
Armor Check
Penalty: If this notation is included in the skill name line, an
armor check penalty applies (when appropriate) to checks using this skill. If
this entry is absent, an armor check penalty does not apply.
The skill name
line is followed by a general description of what using the skill represents.
After the description are a few other types of information:
Check: What a
character (“you” in the skill description) can do with a successful skill check
and the check’s DC.
Action: The type of
action using the skill requires, or the amount of time required for a
check.
Try
Again: Any conditions that apply to successive attempts to use
the skill successfully. If the skill doesn’t allow you to attempt the same task
more than once, or if failure carries an inherent penalty (such as with the
Climb skill), you can’t take 20. If this paragraph is omitted, the skill can be
retried without any inherent penalty, other than the additional time
required.
Special: Any extra facts
that apply to the skill, such as special effects deriving from its use or
bonuses that certain characters receive because of class, feat choices, or
race.
Synergy: Some skills
grant a bonus to the use of one or more other skills because of a synergistic
effect. This entry, when present, indicates what bonuses this skill may grant or
receive because of such synergies. See Table 4–5 for a complete list of bonuses
granted by synergy between skills (or between a skill and a class
feature).
Restriction: The full
utility of certain skills is restricted to characters of certain classes or
characters who possess certain
feats. This entry indicates whether any such restrictions exist for the
skill.
Untrained: This entry
indicates what a character without at least 1 rank in the skill can do with it.
If this entry doesn’t appear, it means that the skill functions normally for
untrained characters (if it can be used untrained) or that an untrained
character can’t attempt checks with this skill (for skills that are designated
as “Trained Only”).
APPRAISE (INT)
Check: You can
appraise common or well-known objects with a DC 12 Appraise check. Failure means
that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value.
Appraising a
rare or exotic item requires a successful check against DC 15, 20, or higher. If
the check is successful, you estimate the value correctly; failure means you
cannot estimate the item’s value.
A magnifying
glass gives you a +2 circumstance bonus on Appraise checks involving any item
that is small or highly detailed, such as a gem. A merchant’s scale gives you a
+2 circumstance bonus on Appraise checks involving any items that are valued by
weight, including anything made of precious metals.
These bonuses
stack.
Action: Appraising an
item takes 1 minute (ten consecutive full-round actions).
Try
Again: No. You cannot try again on the same object, regardless of
success.
Special: A dwarf gets a
+2 racial bonus on Appraise checks that are related to stone or metal items
because dwarves are familiar with valuable items of all kinds (especially those
made of stone or metal).
The master of a
raven familiar gains a +3 bonus on Appraise checks.
A character with
the Diligent feat gets a +2 bonus
on Appraise checks.
Synergy: If you have 5
ranks in any Craft skill, you gain a +2 bonus on Appraise checks related to
items made with that Craft skill.
Untrained: For common
items, failure on an untrained check means no estimate. For rare items, success
means an estimate of 50% to 150% (2d6+3 times 10%).
|
Task |
DC
|
|
Detect
magic |
50
|
|
Surface
|
DC |
|
Uneven
flagstone |
10 |
|
Hewn stone
floor |
10 |
|
Sloped or
angled floor |
10 |
|
7–12
inches wide 1 |
10
|
|
2–6 inches
wide 1 |
15
|
|
1-2 inches
wide 1 |
20
|
|
Up to 1
inch wide 1 |
40
|
|
Hair-thin
1 |
60
|
|
Liquid* |
90
|
|
Cloud |
120
|
|
1 Add
modifiers from Narrow Surface Modifiers, below, as
appropriate. |
|
2 Only if
running or charging. Failure by 4 or less means the character can’t run or
charge, but may otherwise act normally. |
|
*Includes
any other surface that couldn’t support the character’s weight, such as a
fragile branch |
|
Narrow
Surface Modifiers |
|
|
Surface
|
DC
Modifier1 |
|
Lightly
obstructed |
+2 |
|
Severely
obstructed |
+5 |
|
Lightly
slippery |
+2 |
|
Severely
slippery |
+5 |
|
Sloped or
angled |
+2 |
|
1 Add the
appropriate modifier to the Balance DC of a narrow
surface. | |
|
These
modifiers stack. | |
Being Attacked while Balancing:
You are considered flat-footed while balancing, since you
can’t move to avoid a blow, and thus you lose your Dexterity bonus to AC (if
any). If you have 5 or more ranks in Balance, you aren’t considered flat-footed
while balancing. If you take damage while balancing, you must make another
Balance check against the same DC to remain standing.
Accelerated
Movement: You can try to walk across a precarious surface more
quickly than normal. If you accept a –5 penalty, you can move your full speed as
a move action. (Moving twice your speed in a round requires two Balance checks,
one for each move action used.) You may also accept this penalty in order to
charge across a precarious surface; charging requires one Balance check for each
multiple of your speed (or fraction thereof ) that you charge.
Action: None. A Balance
check doesn’t require an action; it is made as part of another action or as a
reaction to a situation.
Special: If you have the
Agile feat, you get a +2 bonus on
Balance checks.
Synergy: If you have 5
or more ranks in Tumble, you get a +2 bonus on Balance checks.
BLUFF (CHA)
Check: A Bluff check
is opposed by the target’s Sense Motive check. See the accompanying table for
examples of different kinds of bluffs and the modifier to the target’s Sense
Motive check for each one.
Favorable and
unfavorable circumstances weigh heavily on the outcome of a bluff. Two
circumstances can weigh against you: The bluff is hard to believe, or the action
that the target is asked to take goes against its self-interest, nature,
personality, orders, or the like. If it’s important, you can distinguish between
a bluff that fails because the target doesn’t believe it and one that fails
because it just asks too much of the target. For instance, if the target gets a
+10 bonus on its Sense Motive check because the bluff demands something risky,
and the Sense Motive check succeeds by 10 or less, then the target didn’t so
much see through the bluff as prove reluctant to go along with it. A target that
succeeds by 11 or more has seen through the bluff.
A successful
Bluff check indicates that the target reacts as you wish, at least for a short
time (usually 1 round or less) or believes something that you want it to
believe. Bluff, however, is not a suggestion spell.
A bluff requires
interaction between you and the target. Creatures unaware of you cannot be
bluffed.
Feinting in
Combat: You can also use Bluff to mislead an opponent in melee
combat (so that it can’t dodge your next attack effectively). To feint, make a
Bluff check opposed by your target’s Sense Motive check, but in this case, the
target may add its base attack bonus to the roll along with any other applicable
modifiers.
If your Bluff
check result exceeds this special Sense Motive check result, your target is
denied its Dexterity bonus to AC (if any) for the next melee attack you make
against it. This attack must be made on or before your next turn.
Feinting in this
way against a nonhumanoid is
difficult because it’s harder to read a strange creature’s body language; you
take a –4 penalty on your Bluff check. Against a creature of animal Intelligence
(1 or 2) it’s even harder; you take a –8 penalty. Against a nonintelligent creature, it’s impossible.
Feinting in
combat does not provoke an attack of opportunity.
Creating a
Diversion to Hide: You can use the Bluff skill to help you
hide. A successful Bluff check gives you the momentary diversion
you need to attempt a Hide check while people are aware of you. This usage does
not provoke an attack of opportunity.
Delivering a
Secret Message: You can use Bluff to get a message across to another
character without others understanding it. The DC is 15
for simple messages, or 20 for complex messages, especially those that rely on
getting across new information. Failure by 4 or less means you can’t get the
message across. Failure by 5 or more
means that some false information has been implied or inferred. Anyone
listening to the exchange can make a Sense Motive check opposed by the Bluff
check you made to transmit in order to intercept your message (see Sense
Motive).
Action: Varies. A Bluff
check made as part of general interaction always takes at least 1 round (and is
at least a full-round action), but it can take much longer if you try something
elaborate. A Bluff check made to feint in combat or create a diversion to hide
is a standard action. A Bluff check made to deliver a secret message doesn’t
take an action; it is part of normal communication.
Try
Again: Varies. Generally, a failed Bluff check in social
interaction makes the target too suspicious for you to try again in the same
circumstances, but you may retry freely on Bluff checks made to feint in combat.
Retries are also allowed when you are trying to send a message, but you may
attempt such a retry only once per round.
Each retry
carries the same chance of miscommunication.
Special: A ranger gains
a bonus on Bluff checks when using this skill against a favored
enemy.
The master of a
snake familiar gains a +3 bonus on Bluff checks.
If you have the
Persuasive feat, you get a +2 bonus on Bluff checks.
Synergy: If you have 5
or more ranks in Bluff, you get a +2 bonus on Diplomacy, Intimidate, and Sleight
of Hand checks, as well as on Disguise checks made when you know you’re being
observed and you try to act in character.
|
Bluff
Examples | |
|
Example
Circumstances |
Sense Motive Modifier |
|
The target
wants to believe you. |
–5 |
|
The bluff
is believable and doesn’t affect the target much. |
+0 |
|
The bluff
is a little hard to believe or puts the target at some risk.
|
+5 |
|
The bluff
is hard to believe or puts the target at significant risk. |
+10 |
|
The bluff
is way out there, almost too incredible to consider. |
+20 |
|
Instill
suggestion in target |
+50 |
|
Display
false alignment |
DC 70 |
|
Disguise
surface thoughts |
DC 100 |
|
|
Example
Surface or Activity |
|
0
|
A slope
too steep to walk up, or a
knotted rope with a wall to brace against. |
|
5
|
A rope
with a wall to brace against, or a knotted rope, or a rope affected by the
rope trick spell. |
|
10
|
A surface
with ledges to hold on to and stand on, such as a very rough wall or a
ship’s rigging. |
|
15
|
Any
surface with adequate handholds and footholds (natural or artificial),
such as a very rough natural rock surface or a tree, or an unknotted rope,
or pulling yourself up when dangling by your hands. |
|
20
|
An uneven
surface with some narrow handholds and footholds, such as a typical wall
in a dungeon or ruins. |
|
25
|
A rough
surface, such as a natural rock wall or a brick wall. |
|
25
|
An
overhang or ceiling with handholds but no footholds. |
|
70 |
A
perfectly smooth, flat, vertical surface |
|
100 |
A
perfectly smooth, flat, overhang or ceiling
|
|
Example Surface or Activity |
|
–10 |
Climbing a chimney (artificial or natural) or
other location where you can brace against two opposite walls (reduces DC
by 10). |
|
–5
|
Climbing a
corner where you can brace against perpendicular walls (reduces DC by
5). |
|
+5 |
Surface is slippery (increases DC by
5). |
|
1These
modifiers are cumulative; use any that
apply. | |
|
Concentration DC1
|
Distraction |
|
10 +
damage dealt |
Damaged
during the action.2 |
|
10 + half
of continuous |
Taking
continuous damage during the damage last dealt action.3 |
|
Distracting spell’s save DC |
Distracted
by nondamaging spell.4 |
|
10
|
Vigorous
motion (on a moving mount, taking a bouncy wagon ride, in a small boat in
rough water, belowdecks in
a stormtossed
ship). |
|
15
|
Violent
motion (on a galloping horse, taking a very rough wagon ride, in a small
boat in rapids, on the deck of a storm-tossed ship). |
|
20
|
Extraordinarily violent motion (earthquake). |
|
15
|
Entangled. |
|
20
|
Grappling
or pinned. (You can cast only spells without somatic components for which
you have any required material component in hand.) |
|
5
|
Weather is
a high wind carrying blinding rain or sleet. |
|
10
|
Weather is
wind-driven hail, dust, or debris. |
|
Distracting spell’s save DC |
Weather
caused by a spell, such as storm of
vengeance.4 |
|
50 + spell
level |
Cast spell
with somatic component while grappled |
|
1 If you
are trying to cast, concentrate on, or direct a spell when the distraction
occurs, add the level of the spell to the indicated DC. | |
|
2 Such as
during the casting of a spell with a casting time of 1 round or more, or
the execution of an activity that takes more than a single full-round
action (such as Disable Device). Also, damage stemming from an attack of opportunity
or readied attack made in response to the spell being cast (for spells
with a casting time of 1 action) or the action being taken (for activities
requiring no more than a full-round action). | |
|
3 Such as
from acid arrow. | |
|
4 If the
spell allows no save, use the save DC it would have if it did allow a
save. | |
Item |
Craft Skill |
Craft DC |
|
Acid
|
Alchemy |
15 |
|
Alchemist’s fire, smokestick, or tindertwig |
Alchemy |
20 |
|
Create
augmented substance |
Alchemy |
+20 or
more |
|
Antitoxin,
sunrod, tanglefoot bag, or thunderstone |
Alchemy |
25 |
|
Armor or
shield |
Armorsmithing
|
10 + AC
bonus |
|
Longbow or
shortbow |
Bowmaking
|