SKILLS
Skill
Points at 1st Level:
(4 + Int modifier) x?4.
Skill
Points at Each Additional Level: 4 + Int modifier.
SKILLS
SUMMARY
If you buy a
skill, your character gets 1 rank (equal to a +1 bonus on checks with that
skill) for each skill point. Your maximum rank in a class skill is your
character level + 3.
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.
Despite the
near-magical nature of some epic level skill uses, all uses of skills are
considered exceptional abilities (except if noted otherwise), and thus function
normally even within areas of antimagic.
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.
Difficulty Class
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)
|
Opposed Checks
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 (Wis)
|
Pretend to
be someone else
|
Disguise
(Cha)
|
Spot (Wis)
|
Create a
false map
|
Forgery (Int)
|
Forgery (Int)
|
Hide from
someone
|
Hide (Dex)
|
Spot (Wis)
|
Make a
bully back down
|
Intimidate
(Cha)
|
Special1
|
Sneak up
on someone
|
Move
Silently (Dex)
|
Listen (Wis)
|
Steal a coin
pouch
|
Sleight of
Hand (Dex)
|
Spot (Wis)
|
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.
|
Trying Again
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.
Untrained Skill Checks
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.
Favorable and Unfavorable Conditions
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.
Time and Skill Checks
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.
Checks without Rolls
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.
Individual Events
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.
Aid Another
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.
Skill Synergy
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%).
The character
can sense magical auras in objects.
Detect
Magic:
The character can sense if an item has a magical aura. He
or she can then use Spellcraft to
learn more about the item as if he or she had already cast detect magic on the item. This requires a full-round
action.
BALANCE (DEX; ARMOR
CHECK PENALTY)
Check: You can walk on
a precarious surface. A successful check lets you move at half your speed along
the surface for 1 round. A failure by 4 or less means you can’t move for 1
round. A failure by 5 or more means you fall. The difficulty varies with the
surface, as follows:
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
|
Instill
Suggestion in Target:
This is identical to the effect of the suggestion spell, except that it is nonmagical and lasts for only 10 minutes. It can be
sensed as if it were an enchantment effect (Sense Motive DC 25).
Display False
Alignment:
The character can fool alignment-sensing effects by
displaying a false alignment of his or her choice. Once set, a false alignment
remains as long as the character remains conscious and awake. Setting or
changing a false alignment requires a full-round action.
Disguise Surface
Thoughts:
The character can fool spells such as detect thoughts (or similar effects) by displaying
false surface thoughts. While the character can’t completely mask the presence
of his or her thoughts, he or she can change his or her apparent Intelligence
score (and thus the character’s apparent mental strength) by as much as 10
points and can place any thought in his or her “surface thoughts” to be read by
such spells or effects. If a character attempts to use Sense Motive to detect
his or her surface thoughts (see the Sense Motive skill description), this
becomes an opposed check (though any result lower than 100 automatically fails).
CLIMB (STR; ARMOR
CHECK PENALTY)
Check: With a
successful Climb check, you can advance up, down, or across a slope, a wall, or
some other steep incline (or even a ceiling with handholds) at one-quarter your
normal speed. A slope is considered to be any incline at an angle measuring less
than 60 degrees; a wall is any incline at an angle measuring 60 degrees or
more.
A Climb check
that fails by 4 or less means that you make no progress, and one that fails by 5
or more means that you fall from whatever height you have already
attained.
A climber’s kit
gives you a +2 circumstance bonus on Climb checks.
The DC of the
check depends on the conditions of the climb. Compare the task with those on the
following table to determine an appropriate DC.
Climb DC
|
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
|
Climb
DC
Modifier1 |
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.
|
You need both
hands free to climb, but you may cling to a wall with one hand while you cast a
spell or take some other action that requires only one hand. While climbing, you
can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You
also can’t use a shield while climbing.
Any time you
take damage while climbing, make a
Climb check against the DC of the slope or wall. Failure means you fall from
your current height and sustain the appropriate falling damage.
Accelerated
Climbing: You try to climb more quickly than normal. By accepting a
–5 penalty, you can move half your speed (instead of one-quarter your
speed).
Making Your Own
Handholds and Footholds: You can make
your own handholds and footholds by pounding pitons into a
wall. Doing so takes 1 minute per piton, and one piton is needed
per 3 feet of distance. As with any surface that offers handholds and footholds,
a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut
handholds in an ice wall.
Catching
Yourself When Falling: It’s practically
impossible to catch yourself on a wall while falling. Make a Climb check (DC =
wall’s DC + 20) to do so. It’s much easier to catch yourself on a slope (DC =
slope’s DC + 10).
Catching a
Falling Character While Climbing: If someone
climbing above you or adjacent to you falls, you can attempt to catch the
falling character if he or she is within your reach. Doing so requires a
successful melee touch attack against the falling character (though he or she
can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you
must immediately attempt a Climb check (DC = wall’s DC + 10). Success indicates
that you catch the falling character, but his or her total weight, including
equipment, cannot exceed your heavy load limit or you automatically fall. If you
fail your Climb check by 4 or less, you fail to stop the character’s fall but
don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the
character’s fall and begin falling as well.
Rapid
Climbing:
A character can climb his or her speed as a move-equivalent
action, or double his or her speed as a full-round action (requiring two Climb
checks), but the character takes a –20 penalty on his or her check.
Special: The
Legendary Climber feat allows a character to ignore any penalties for
accelerated or rapid climbing.
Action: Climbing is
part of movement, so it’s generally part of a move action (and may be combined
with other types of movement in a move action). Each move action that includes
any climbing requires a separate Climb check. Catching yourself or another
falling character doesn’t take an action.
Special: You can use a
rope to haul a character upward (or lower a character) through sheer strength.
You can lift double your maximum load in this manner.
A halfling has a +2 racial bonus on Climb
checks because halflings are
agile and surefooted.
The master of a
lizard familiar gains a +3 bonus on Climb checks.
If you have the
Athletic feat, you get a +2 bonus on Climb checks.
A creature with
a climb speed has a +8 racial bonus on all Climb checks. The creature must make
a Climb check to climb any wall or slope with a DC higher than 0, but it always
can choose to take 10, even if rushed or threatened while climbing. If a
creature with a climb speed chooses an accelerated climb (see above), it moves
at double its climb speed (or at its land speed, whichever is slower) and makes
a single Climb check at a –5 penalty. Such a creature retains its Dexterity
bonus to Armor Class (if any) while climbing, and opponents get no special bonus
to their attacks against it. It cannot, however, use the run action while
climbing.
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.
CONCENTRATION (CON)
Check: You must make a
Concentration check whenever you might potentially be distracted (by taking
damage, by harsh weather, and so on) while engaged in some action that requires
your full attention. Such actions include casting a spell, concentrating on an
active spell, directing a spell, using a spell-like ability, or using a skill
that would provoke an attack of opportunity. In general, if an action wouldn’t
normally provoke an attack of opportunity, you need not make a Concentration
check to avoid being distracted.
If the
Concentration check succeeds, you may continue with the action as normal. If the
check fails, the action automatically fails and is wasted. If you were in the
process of casting a spell, the spell is lost. If you were concentrating on an
active spell, the spell ends as if you had ceased concentrating on it. If you
were directing a spell, the direction fails but the spell remains active. If you
were using a spell-like ability, that use of the ability is lost. A skill use
also fails, and in some cases a failed skill check may have other ramifications
as well.
The table below
summarizes various types of distractions that cause you to make a Concentration
check. If the distraction occurs while you are trying to cast a spell, you must
add the level of the spell you are trying to cast to the appropriate
Concentration DC. If more than one type of distraction is present, make a check
for each one; any failed Concentration check indicates that the task is not
completed.
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.
|
Action: None. Making a
Concentration check doesn’t take an action; it is either a free action (when
attempted reactively) or part of another action (when attempted
actively).
Try
Again: Yes, though a success doesn’t cancel the effect of a
previous failure, such as the loss of a spell you were casting or the disruption
of a spell you were concentrating on.
Special: You can use
Concentration to cast a spell, use a spell-like ability, or use a skill
defensively, so as to avoid attacks of opportunity altogether. This doesn’t
apply to other actions that might provoke attacks of opportunity.
The DC of the
check is 15 (plus the spell’s level, if casting a spell or using a spell-like
ability defensively). If the Concentration check succeeds, you may attempt the
action normally without provoking any attacks of opportunity. A successful
Concentration check still doesn’t allow you to take 10 on another check if you
are in a stressful situation; you must make the check normally. If the
Concentration check fails, the related action also automatically fails (with any
appropriate ramifications), and the action is wasted, just as if your
concentration had been disrupted by a distraction.
A character with
the Combat Casting feat gets a +4 bonus on Concentration checks made to cast a
spell or use a spell-like ability while on the defensive or while grappling or
pinned.
CRAFT (INT)
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
|
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
|
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
|
Quick
Creation
|
|
+10
DC
|
1 You must
be a spellcaster to craft
any of these items.
|
2 Traps
have their own rules for construction.
|
Quick Creation:
A character can voluntarily increase the DC of crafting an
item by any multiple of 10. This allows the character to create an item more
quickly (since he or she will be multiplying this higher DC by his or her skill
check result to determine progress). The character must decide the increase to
the DC before making the check.
Create Augmented
Alchemical Item or Substance:
This requires the Augmented Alchemy feat, and allows a
character to create alchemical items and substances of greater power than
normal. To augment an alchemical substance, add +20 to the DC required to create the item and multiply the cost
by 5. If the item or substance deals damage, double the damage dealt. If the
item or substance doesn’t deal damage, double the duration of its effect. If the
item or substance doesn’t deal damage and doesn’t have a specific listed
duration (or has an instantaneous duration), double all dimensions of its area.
If the item or substance doesn’t fit any of these categories, then it cannot be
improved in this manner. A character can create an item with multiple degrees of
augmentation. For every additional multiplier applied to damage, duration, or
area, add an additional +20 to the DC and add an additional 5 to the cost
multiplier.
Item
|
Effect of
Augmenting
|
Acid
|
Direct hit
2d6, splash 2
|
Alchemist’s fire
|
Direct hit
2d6, splash 2
|
Antitoxin
|
Duration 2
hours
|
Smokestick
|
Smoke
fills a 20-foot cube
|
Sunrod
|
Glows for
12 hours
|
Tanglefoot bag
|
Becomes
brittle and fragile after 20 minutes
|
Tindertwig
|
No effect
|
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: You can
decipher writing in an unfamiliar language or a message written in an incomplete
or archaic form. The base DC is 20 for the simplest messages, 25 for standard
texts, and 30 or higher for intricate, exotic, or very old writing.
If the check
succeeds, you understand the general content of a piece of writing about one
page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to
see if you avoid drawing a false conclusion about the text. (Success means that
you do not draw a false conclusion; failure means that you do.)
Both the
Decipher Script check and (if necessary) the Wisdom check are made secretly, so
that you can’t tell whether the conclusion you draw is true or false.
Task
|
DC
|
Decipher a
written spell (such as a scroll) without using read magic. One try per day.
|
50 + 5
times spell level
|
Action: Deciphering the
equivalent of a single page of script takes 1 minute (ten consecutive full-round
actions).
Try
Again: No.
Special: A character
with the Diligent feat gets a +2
bonus on Decipher Script checks.
Synergy: If you have 5
or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks
involving scrolls.
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: Optional, but not recommended because retries usually do
not work. Even if the initial Diplomacy check succeeds, the other character can
be persuaded only so far, and a retry may do more harm than good. If the initial
check fails, the other character has probably become more firmly committed to
his position, and a retry is futile.
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.
INFLUENCING NPC
ATTITUDES
Use the table
below to determine the effectiveness of Diplomacy checks (or Charisma checks)
made to influence the attitude of a nonplayer character, or wild empathy checks made to
influence the attitude of an animal or magical beast.
|
——————New
Attitude ——————
|
Initial
Attitude
|
Hos
|
Unf
|
Indif
|
Friend
|
Help
|
Fanatic
|
Hostile
|
Less than 20
|
20
|
25
|
35
|
50
|
150
|
Unfriendly
|
Less than 5
|
5
|
15
|
25
|
40
|
120
|
Indifferent
|
—
|
Less than 1
|
1
|
15
|
30
|
90
|
Friendly
|
—
|
—
|
Less than 1
|
1
|
20
|
60
|
Helpful
|
—
|
—
|
—
|
Less than 1
|
1
|
50
|
Attitude
|
Means
|
Possible
Actions
|
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
|
Fanatic
|
Will give
life to serve you
|
Fight to
the death against overwhelming odds, throw self in front of onrushing dragon
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 attitude will revert to its original
attitude (or indifferent, if no attitude is specified).
Treat the
fanatic attitude as a mind-affecting enchantment effect 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.
|
DISABLE DEVICE (INT; TRAINED
ONLY)
Check: The Disable
Device check is made secretly, so that you don’t necessarily know whether you’ve
succeeded.
The DC depends
on how tricky the device is. Disabling (or rigging or jamming) a fairly simple
device has a DC of 10; more intricate and complex devices have higher DCs.
If the check
succeeds, you disable the device. If it fails by 4 or less, you have failed but
can try again. If you fail by 5 or more, something goes wrong. If the device is
a trap, you spring it. If you’re attempting some sort of sabotage, you think the
device is disabled, but it still works normally.
You also can rig
simple devices such as saddles or wagon wheels to work normally for a while and
then fail or fall off some time later (usually after 1d4 rounds or minutes of
use).
Device
|
Time |
Disable
Device DC1
|
Example
|
Simple
|
1
round
|
10
|
Jam a
lock
|
Tricky
|
1d4
rounds
|
15
|
Sabotage a
wagon wheel
|
Difficult
|
2d4
rounds
|
20
|
Disarm a
trap, reset a trap
|
Wicked
|
2d4
rounds
|
25
|
Disarm a
complex trap, cleverly sabotage a clockwork device
|
1If you
attempt to leave behind no trace of your tampering, add 5 to the
DC.
|
The character
can rush his or her Disable Device attempt, reducing the amount of time it takes
to perform the attempt.
Reduce
to
|
DC
Modifier
|
1
round
|
+20
|
Move-equivalent action
|
+50
|
Free
action
|
+100
|
Action: The amount of
time needed to make a Disable Device check depends on the task, as noted above.
Disabling a simple device takes 1 round and is a full-round action. An intricate
or complex device requires 1d4 or 2d4 rounds.
Try
Again: Varies. You can retry if you have missed the check by 4 or
less, though you must be aware that you have failed in order to try
again.
Special: If you have the
Nimble Fingers feat, you get a +2 bonus on Disable Device checks.
A rogue who
beats a trap’s DC by 10 or more can study the trap, figure out how it works, and
bypass it (along with her companions) without disarming it.
Restriction: Rogues (and
other characters with the trapfinding class feature) can disarm magic traps. A
magic trap generally has a DC of 25 + the spell level of the magic used to
create it.
The spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can
disarm with a successful Disable Device check. Spike
growth and spike stones, however, create magic
traps against which Disable Device checks do not succeed. See the individual
spell descriptions for details.
OTHER WAYS TO
BEAT A TRAP
It’s possible to
ruin many traps without making a Disable Device check.
Ranged Attack
Traps: Once a trap’s location is known, the obvious way to ruin it
is to smash the mechanism—assuming the mechanism can be
accessed. Failing that, it’s possible to plug up the holes from
which the projectiles emerge. Doing this prevents the trap from firing unless
its ammunition does enough damage to break through the plugs.
Melee Attack
Traps: These devices can be thwarted by smashing the mechanism or
blocking the weapons, as noted above. Alternatively, if a character studies the
trap as it triggers, he might be able to time his dodges just right to avoid
damage. A character who is doing nothing but studying a trap when it first goes
off gains a +4 dodge bonus against its attacks if it is triggered again within
the next minute.
Pits:
Disabling a pit trap generally ruins only the trapdoor,
making it an uncovered pit. Filling in the pit or building a makeshift bridge
across it is an application of manual labor, not the Disable Device skill.
Characters could neutralize any spikes at the bottom of a pit by attacking
them—they break just as daggers do.
Magic Traps:
Dispel magic
helps here. Someone who succeeds on a caster level check
against the level of the trap’s creator suppresses the trap for 1d4 rounds. This
works only with a targeted dispel magic, not the
area version (see the spell description).
DISGUISE (CHA)
Check: Your Disguise
check result determines how good the disguise is, and it is opposed by others’
Spot check results. If you don’t draw any attention to yourself, others do not
get to make Spot checks. If you come to the attention of people who are
suspicious (such as a guard who is watching commoners walking through a city
gate), it can be assumed that such observers are taking 10 on their Spot
checks.
You get only one
Disguise check per use of the skill, even if several people are making Spot
checks against it. The Disguise check is made secretly, so that you can’t be
sure how good the result is.
The
effectiveness of your disguise depends in part on how much you’re attempting to
change your appearance.
Disguise
|
Disguise Check Modifier |
Minor
details only
|
+5
|
Disguised
as different gender1
|
–2
|
Disguised
as different race1
|
–2
|
Disguised
as different age category1
|
–22
|
Change
height and/or weight 11% to 25%
|
-25
|
Change
height and/or weight 26% to 50%
|
-50
|
1These
modifiers are cumulative; use any that apply.
|
2Per step
of difference between your actual age category and your disguised age
category. The steps are: young (younger than adulthood), adulthood, middle
age, old, and venerable.
|
If you are
impersonating a particular individual, those who know what that person looks
like get a bonus on their Spot checks according to the table below. Furthermore,
they are automatically considered to be suspicious of you, so opposed checks are
always called for.
Familiarity |
Viewer’s
Spot Check Bonus
|
Recognizes
on sight
|
+4
|
Friends or
associates
|
+6
|
Close
friends
|
+8
|
Intimate
|
+10
|
Usually, an
individual makes a Spot check to see through your disguise immediately upon
meeting you and each hour thereafter. If you casually meet many different
creatures, each for a short time, check once per day or hour, using an average
Spot modifier for the group.
Action: Creating a
disguise requires 1d3×10 minutes of work.
Try
Again: Yes. You may try to redo a failed disguise, but once
others know that a disguise was attempted, they’ll be more
suspicious.
Special: Magic that
alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the
individual spell descriptions). You must succeed on a Disguise check with a +10
bonus to duplicate the appearance of a specific individual using the veil spell. Divination magic that allows people to see
through illusions (such as true seeing) does not
penetrate a mundane disguise, but it can negate the magical component of a
magically enhanced one.
You must make a
Disguise check when you cast a simulacrum spell to
determine how good the likeness is.
If you have the
Deceitful feat, you get a +2 bonus on Disguise checks.
Synergy: If you have 5
or more ranks in Bluff, you get a +2 bonus on Disguise checks when you know that
you’re being observed and you try to act in character.
ESCAPE ARTIST (DEX; ARMOR
CHECK PENALTY)
Check: The table below
gives the DCs to escape various
forms of restraints.
Ropes:
Your Escape Artist check is opposed by the binder’s Use
Rope check. Since it’s easier to tie someone up than to escape from being tied
up, the binder gets a +10 bonus on his or her check.
Manacles and
Masterwork Manacles: The DC for manacles is set by their
construction.
Tight Space:
The DC noted on the table is for getting through a space
where your head fits but your shoulders don’t. If the space is long you may need
to make multiple checks. You can’t get through a space that your head does not
fit through.
Grappler:
You can make an Escape Artist check opposed by your enemy’s
grapple check to get out of a grapple or out of a pinned condition (so that
you’re only grappling).
Restraint
|
Escape
Artist DC |
Ropes
Binder’s
|
Use Rope check at +10
|
Net, animate rope spell, command plants spell, control plants spell, or entangle spell
|
20
|
Snare
spell
|
23
|
Manacles
|
30
|
Tight
space
|
30
|
Masterwork
manacles
|
35
|
Grappler
|
Grappler’s grapple check result
|
Extremely
Tight Space
|
80
|
Pass
through Wall of Force
|
120
|
Extremely Tight
Space:
This is the DC for getting through a space when one’s head
shouldn’t even be able to fit; this can be as small as 2 inches square for
Medium-size creatures. Halve this limit for each size category less than
Medium-size; double it for each size category greater than Medium-size. If the
space is long, such as in a chimney, multiple checks may be called for.
Pass through Wall of Force:
This allows a character to find a gap of weakness in a wall of force (or similar force effect) and squeeze
through it.
Action: Making an
Escape Artist check to escape from rope bindings, manacles, or other restraints
(except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a
grapple or pin is a standard action. Squeezing through a tight space takes at
least 1 minute, maybe longer, depending on how long the space is.
Try
Again: Varies. You can make another check after a failed check if
you’re squeezing your way through a tight space, making multiple checks. If the
situation permits, you can make additional checks, or even take 20, as long as
you’re not being actively opposed.
Special: If you have the
Agile feat, you get a +2 bonus on
Escape Artist checks.
Synergy: If you have 5
or more ranks in Escape Artist, you get a +2 bonus on Use Rope checks to bind
someone.
If you have 5 or
more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping
from rope bonds.
FORGERY (INT)
Check: Forgery
requires writing materials appropriate to the document being forged, enough
light or sufficient visual acuity to see the details of what you’re writing, wax
for seals (if appropriate), and some time. To forge a document on which the
handwriting is not specific to a person (military orders, a government decree, a
business ledger, or the like), you need only to have seen a similar document
before, and you gain a +8 bonus on your check. To forge a signature, you need an
autograph of that person to copy, and you gain a +4 bonus on the check. To forge
a longer document written in the hand of some particular person, a large sample
of that person’s handwriting is needed.
The Forgery
check is made secretly, so that you’re not sure how good your forgery is. As
with Disguise, you don’t even need to make a check until someone examines the
work. Your Forgery check is opposed by the Forgery check of the person who
examines the document to check its authenticity. The examiner gains modifiers on
his or her check if any of the conditions on the table below exist.
Condition
|
Reader’s
Forgery Check Modifier
|
Type of
document unknown to reader
|
–2
|
Type of
document somewhat known to reader
|
+0
|
Type of
document well known to reader
|
+2
|
Handwriting not known to reader
|
–2
|
Handwriting somewhat known to reader
|
+0
|
Handwriting intimately known to reader
|
+2
|
Reader
only casually reviews the document
|
–2
|
Forge
document without sample
|
+50
|
A document that
contradicts procedure, orders, or previous knowledge, or one that requires
sacrifice on the part of the person checking the document can increase that
character’s suspicion (and thus create favorable circumstances for the checker’s
opposing Forgery check).
Action: Forging a very
short and simple document takes about 1 minute. A longer or more complex
document takes 1d4 minutes per page.
Try
Again: Usually, no. A retry is never possible after a particular
reader detects a particular forgery. But the document created by the forger
might still fool someone else. The result of a Forgery check for a particular
document must be used for every instance of a different reader examining the
document. No reader can attempt to detect a particular forgery more than once;
if that one opposed check goes in favor of the forger, then the reader can’t try
using his own skill again, even if he’s suspicious about the
document.
Special: If you have the
Deceitful feat, you get a +2 bonus on Forgery checks.
Restriction: Forgery is
language-dependent; thus, to forge documents and detect forgeries, you must be
able to read and write the language in question. A barbarian can’t learn the
Forgery skill unless he has learned to read and write.
GATHER INFORMATION (CHA)
Check: An evening’s
time, a few gold pieces for buying drinks and making friends, and a DC 10 Gather
Information check get you a general idea of a city’s major news items, assuming
there are no obvious reasons why the information would be withheld. The higher
your check result, the better the information.
If you want to
find out about a specific rumor, or a specific item, or obtain a map, or do
something else along those lines, the DC for the check is 15 to 25, or even
higher.
Task
|
Check
Modifier
|
Avoid
suspicion
|
–20
|
Avoid
Suspicion:
By accepting a –20 penalty on his or her Gather Information
check, a character can avoid any suspicions that might otherwise be aroused by
someone pursuing sensitive information.
Action: A typical
Gather Information check takes 1d4+1 hours.
Try
Again: Yes, but it takes time for each check. Furthermore, you
may draw attention to yourself if you repeatedly pursue a certain type of
information.
Special: A half-elf has
a +2 racial bonus on Gather Information checks.
If you have the
Investigator feat, you get a +2 bonus on Gather Information checks.
Synergy: If you have 5
or more ranks in Knowledge GREATSWORD, you get a +2 bonus on Gather Information
checks.
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
|
Rear
magical beast
|
1
year
|
30 + HD of
magical beast
|
Train
magical beast
|
2
months
|
40 + HD of
magical beast
|
Rear
vermin
|
6
months
|
35 + HD of
vermin
|
Train
vermin
|
2
months
|
50 + HD of
vermin
|
Rear other
creature
|
Varies
|
40 + HD of
creature
|
Train
other creature
|
2
months
|
60 + HD of
creature
|
1See the
specific trick or purpose below.
|
|
Reduce
Teaching/Training to . . .
|
DC Modifier |
1
month
|
+25
|
1 day
|
+50
|
1
hour
|
+75
|
1
minute
|
+100
|
Reduce
Teaching/Training: Normally, teaching or training a creature requires two
months of time. A character can accelerate the process of teaching or training a
creature, reducing the time required to the listed time, by adding the DC
modifier to the base DC for teaching or training the creature. A character can’t
reduce the required time to less than 1 minute.
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.
HEAL (WIS)
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
|
Quicken
recovery
|
50
|
Perfect
recovery
|
100
|
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.
Quicken
Recovery: The character can allow a character to regain hit points in
a single hour as if he or she had provided long-term care for a full day (2 or 3
hit points per level, based on activity). The character can quicken the recovery
of up to six patients at a time. No character’s recovery can be quickened more
than once per day (even by different healers).
Perfect
Recovery:
The character can allow a character to regain hit points in
a single hour as if he or she had provided long-term care for a full week (2 or
3 hit points per level per day, based on activity). The character can use
perfect recovery on up to six patients at a time. No character’s recovery can be
perfected more than once per day,
nor can perfect recovery and quicken recovery both be used on the same patient
in the same day (even by different healers).
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.
Task
|
Check Modifier |
Hide
another
|
–30
|
Hide Another:
By accepting a –30 penalty on his or her Hide check, a
character can hide another adjacent creature whose size is no more than one
category larger than the character’s own. Modifiers to the check for the size of
the creature still apply, as do all other penalties, including those for moving
faster than half speed. Likewise, a character can only hide another creature
when it is not under direct observation by a third party. The creature the
character hides remains hidden until it is spotted or it takes some other action
that breaks its concealment, as normal.
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 (STR; ARMOR
CHECK PENALTY)
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 (INT; TRAINED
ONLY)
Like the Craft
and Profession skills, Knowledge actually encompasses a number of unrelated
skills. Knowledge represents a study of some body of lore, possibly an academic
or even scientific discipline.
Below are 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)
• 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,
undead)
• The planes
(the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane,
outsiders, 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 GREATSWORD, you get a +2 bonus on Gather Information
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
|
80
|
Defeat
illusion with auditory component
|
1 If you
beat the DC by 10 or more, you can make out what’s being said, assuming
that you understand the language.
|
Defeat
Illusion:
The character can automatically detect any illusion with an
auditory component for what it truly is. No Will save is required, and the
character doesn’t have to interact with the illusion (but he or she must be able
to hear its auditory component). Special: A character can use Listen to notice
the presence of an invisible creature (generally opposed by a Move Silently
check). If the character beats the DC by 20 or more, he or she can pinpoint the
location of the invisible creature, though it still maintains total
concealment from the character (50% miss chance).
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.
MOVE SILENTLY (DEX; ARMOR
CHECK PENALTY)
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 LOCK (DEX; TRAINED
ONLY)
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.
Open lock
as . . .
|
DC
Modifier
|
Move-equivalent action
|
+20
|
Free
action
|
+50
|
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).
The character
can sway an audience’s attitude with his or her performance.
|
——————New
Attitude ——————
|
Initial
Attitude
|
Hos
|
Unf
|
Indif
|
Friend |
Help
|
Fanatic
|
Hostile
|
Less than 20
|
20
|
25
|
35
|
50
|
150
|
Unfriendly
|
Less than 5
|
5
|
15
|
25
|
40
|
120
|
Indifferent
|
—
|
Less than 1
|
1
|
15
|
30
|
90
|
Friendly
|
—
|
—
|
Less than 1
|
1
|
20
|
60
|
Helpful
|
—
|
—
|
—
|
Less than 1
|
1
|
50
|
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 attitude will revert to its original attitude
(or indifferent, if no attitude is specified).
Treat the
fanatic attitude as a mind-affecting enchantment effect 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.
Attitude
|
Means
|
Possible
Actions
|
Fanatic
|
Will give
life to serve you
|
Fight to
the death against overwhelming odds, throw self in front of onrushing
dragon
|
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.
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
|
Guide with
knees
|
5
|
Stay in
saddle
|
5
|
Fight with
warhorse
|
10
|
Cover
|
15
|
Soft
fall
|
15
|
Leap
|
15
|
Spur
mount
|
15
|
Control
mount in battle
|
20
|
Fast mount
or dismount 1
|
20
|
Stand on
mount
|
40
|
Unconscious control
|
50
|
Attack
from cover
|
60
|
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.
Stand on Mount:
This allows the character to stand on his or her mount’s back even during movement or
combat. The character takes no penalties to actions while doing so.
Unconscious
Control: As a free action, the character can attempt to control a
light horse, pony, or heavy horse while in combat. If the character fails, he or
she controls the mount as a move-equivalent action. A character does not need to
roll for warhorses or warponies.
Attack from
Cover: The character can react instantly to drop down and hang
alongside his or her mount, using it as one-half cover. The character can attack
and cast spells while using his or her mount as cover without penalty. If the
character fails, he or she doesn’t get the cover benefit.
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 (INT)
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
|
Sense
Magic
|
60
|
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.
Sense Magic:
The character senses the presence of any active magical
effects in the area being searched. The character can’t determine the number,
strength, or type of the effects.
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.
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
|
Discern
partial alignment
|
60
|
Discern
full alignment
|
80
|
Detect
surface thoughts
|
100
|
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.
Discern Partial
Alignment: This use of the skill lets a character discern one
component of a target’s alignment. When making the check, the character states
whether he or she is trying to discern the law–chaos or good–evil component. A
character can’t retry the check, and he or she can’t use this to discern more
than one component of the alignment (but see below). The target must be visible
and within 30 feet of the character.
Discern Full
Alignment: This use of the skill lets a character determine both
components of a target’s alignment. The character can’t retry the check. The
target must be visible and within 30 feet of the character.
Detect Surface
Thoughts: This lets a character read the surface thoughts of a single
target (as the 3rd-round effect of the detect thoughts
spell). There is no saving throw to resist this effect, though the target
can use Bluff to disguise his or her surface thoughts (see the Bluff skill
description), in which case this becomes an opposed check (any result lower than
100 automatically fails). The target must be visible and within 30 feet of the
character.
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 HAND (DEX; TRAINED
ONLY; ARMOR CHECK PENALTY)
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
|
50
|
Lift a
sheathed weapon from another creature and hide it on the character’s
person, if the weapon is no more than one size category larger than the
character’s own size.
|
80
|
Make an
adjacent, willing creature or object of the character’s size or smaller
“disappear” while in plain view. In fact, the willing creature or object
is displaced up to 10 feet away—make a separate Hide check to determine
how well the “disappeared” creature or object is hidden.
|
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)
Common Languages and Their
Alphabets |
Language
|
Typical
Speakers
|
Alphabet
|
Abyssal
|
Demons,
chaotic evil outsiders
|
Infernal
|
Aquan
|
Water-based creatures
|
Elven
|
Auran
|
Air-based
creatures
|
Draconic
|
Celestial
|
Good
outsiders
|
Celestial
|
Common
|
Humans,
halflings, half-elves,
half-orcs
|
Common
|
Draconic
|
Kobolds,
troglodytes, lizardfolk,
dragons
|
Draconic
|
Druidic
|
Druids
(only)
|
Druidic
|
Dwarven
|
Dwarves
|
Dwarven
|
Elven
|
Elves
|
Elven
|
Giant
|
Ogres,
giants
|
Dwarven
|
Gnome
|
Gnomes
|
Dwarven
|
Goblin
|
Goblins,
hobgoblins, bugbears
|
Dwarven
|
Gnoll
|
Gnolls
|
Common
|
Halfling
|
Halflings
|
Common
|
Ignan
|
Fire-based
creatures
|
Draconic
|
Infernal
|
Devils,
lawful evil outsiders
|
Infernal
|
Orc
|
Orcs
|
Dwarven
|
Sylvan
|
Dryads,
brownies, leprechauns
|
Elven
|
Terran
|
Xorns and other
earth-based creatures
|
Dwarven
|
Undercommon
|
Drow
|
Elven
|
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 (INT; TRAINED ONLY)
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.
|
50 +
caster level
|
Identify
basic property of magic item
|
70 +
caster level
|
Identify
all properties of magic item
|
50
|
Quick
identification of alchemical substances and
potions
|
Check: You can
identify spells and magic effects. The DCs for Spellcraft checks relating to various tasks are
summarized on the table above.
Identify Basic
Property of Magic Item: This use of the
skill requires one round of inspection, and functions exactly as if the
character had cast an identify spell on the item. A
character can’t attempt this on the same item more than once.
Identify All
Properties of Magic Item:
This requires one minute of inspection, and reveals all
properties of a single magic item (including command words and charges
remaining). A character can’t attempt this on the same item more than once. If
an item has different caster levels for different properties, use the highest
caster level.
Quick
Identification: A character can identify a substance or potion in the field
as a full-round action, without an alchemical lab or any cost. The character
can’t retry this check (or take 20); if he or she fails, the character must
identify the substance in an alchemical lab, as normal.
Action: Varies, as
noted above.
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.
SPOT (WIS)
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
|
Notice
presence of active invisible creature
|
20
|
Notice
presence of unmoving, living invisible creature
|
30
|
Notice
presence of inanimate invisible object
|
40
|
Notice
presence of unmoving, unliving invisible creature
|
40
|
Defeat
illusion
|
80
|
A character can
use Spot to notice the presence of an invisible creature. The relevant DCs are reprinted here. If the character beats the
DC by 20 or more, he or she can pinpoint the location of the invisible creature, though it still maintains
total concealment from the character (50% miss chance).
Defeat Illusion:
The character can automatically detect any illusion with a
visual component for what it truly is. No Will save is required, and the
character doesn’t have to interact with the illusion (but he or she must be able
to see it).
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.
Task
|
DC
Modifier
|
Read lips
while moving at up to full speed
|
+20
|
Pronounce
unfamiliar language
|
+20
|
Pronounce
Unfamiliar Language:
This use of the skill allows a character to repeat the
speech of an observed creature, potentially allowing a comrade to translate the
speech. It doesn’t grant the character any ability to understand the language
spoken.
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).
|
40
|
Get along
in the wild while moving at full speed. The character can provide food and
water for one other person for every 2 points by which the check result
exceeds 40.
|
60
|
Automatically succeed on all Fortitude saves against
severe weather. The character can extend this benefit to one other
character for every 2 points by which the check result exceeds 60.
|
60
|
Ignore
overland movement penalties of terrain. The character and his or her mount
can move at full overland speed regardless of terrain. The character can
extend this benefit to one other character for every 5 points by which the
check result exceeds 60.
|
60
|
Identify
race/kind of creature(s) by tracks. *Requires the Track feat.
|
Wherever the
character is, he or she can determine the direction to a location on the same
plane.
DC
|
Familiarity with Location
|
40
|
Very
familiar
|
60
|
Studied
carefully
|
80
|
Seen
casually
|
100
|
Viewed
once
|
120
|
Description only
|
With a
successful check, the character knows the direction to the desired location.
This merely points the character in the direction of the location; it doesn’t
provide him or her with information on how to get there, nor does it take into
account any obstacles in the path. “Very familiar” represents a place where the
character has been very often and where he or she feels at home. “Studied
carefully” represents a place the character knows well, either because he or she
has been there often or has used other means to study the place. “Seen casually”
is a place that the character has viewed more than once, but which he or she has
not studied. “Viewed once” is a place that the character has seen once, possibly
using magic. “Description only” is a place whose location and appearance the
character knows through someone else’s description.
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.
SWIM (STR; ARMOR
CHECK PENALTY)
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
|
Swim up
waterfall
|
80
|
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.
Swim up
Waterfall: This use of the skill allows a character to swim an angled
or vertical surface, as long as he or she remains completely or mostly immersed
in water. Other examples might include swimming up a whirlpool or an incredibly
large wave.
Circumstance
|
DC
Modifier
|
Speed
swimming
|
–20
|
Speed Swimming:
By taking a –20 penalty on the check, a character can swim
his or her speed as a move-equivalent action, or double his or her speed as a
full-round action.
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.
|
30
|
Treat a
fall as if it were 20 feet shorter when determining damage.
|
35
|
Free
stand.
|
45
|
Treat a
fall as if it were 30 feet shorter when determining damage.
|
50
|
Climb
vertical surface.
|
60
|
Treat a
fall as if it were 40 feet shorter when determining damage.
|
100
|
Ignore
falling damage.
|
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.
Free Stand:
The character can stand up from prone as a free action
(instead of as a move-equivalent action).
Climb Vertical
Surface: The character can climb up to 20 feet (as part of normal
move-ment) by jumping and
bouncing off walls, trees, or similar vertical surfaces. The character must have
at least two vertical surfaces to bounce off, and the two must be within 10 feet
of each other.
Ignore Falling
Damage: The character can fall from any height and take no damage.
Special: A
character with 25 or more ranks in Tumble gains a +5 dodge bonus when executing
the fight defensively standard or full-round action, instead of a +2 bonus (or
the +3 bonus from having 5 or more ranks). Increase this dodge bonus by +1 for
every 10 additional ranks above 25 the character has. A character with 25 or
more ranks in Tumble gains a +10 dodge bonus to AC when executing the total
defense standard action, instead of a +4 bonus (or the +6 bonus from having 5 or
more ranks). Increase this dodge bonus by +2 for every 10 additional ranks above
25 the character has.
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 (CHA; TRAINED
ONLY)
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
|
50
|
Quick
splicing
|
60
|
Tie unique
knot
|
80
|
Animate
held rope
|
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.
Quick
Splicing:
The character can splice two ropes together as a
move-equivalent action.
Tie Unique
Knot:
The character can tie a knot that only he or she knows how
to untie. This doesn’t affect any Escape Artist checks made to escape these
bindings.
Animate Held
Rope: The character can command any rope he or she holds as if
it had the animate rope spell cast upon it (except
that using the skill in this way doesn’t grant any bonus on Use Rope checks made
with the animated rope). Each command requires a separate Use Rope check.
Because the effect isn’t magical, it can’t be dispelled.
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.
Miscellaneous
Scrying spells
To attempt any
of these tasks, the scrying spell must
be on your class spell list (though it need not be among your spells known). If
you have any bonuses that would apply to the caster level of your scrying spell, add these to your caster level
check.
Task
|
DC
|
Learn
scryer
|
30
|
Return
scrying
|
50
|
Break
scrying
|
Opposed
caster level check
|
Learn Scryer: If you determine
that you’re being scried upon,
you can learn the identity of the scryer with a DC 30 caster level check. If
successful, you learn the name, race, and location of the scryer.
Return Scrying: If you determine
that you’re being scried upon,
you can look back through the sensor at the scryer with a DC 50 caster level check. This allows
you to spy on the scrying being
as if you had cast a scrying spell upon
that person. This return scrying
can be detected by your target as normal.
Break Scrying: If you determine that you’re being scried, you can make an opposed caster level check
with the scryer. (Your caster
level must be at least 21st to attempt this task.) If you are successful, the
scrying ends, and the scryer may not target you with a
Divination (Scrying) spell or
effect for a number of hours equal to your Intelligence modifier (minimum
1).