These are skills that are usable in the Arda Magic System, as the
Arda system is slightly different. These are based off of 3.5E, 4E and 5.0E Skills and languages.
UNIVERSAL CLASS SKILLS:
Each class gets to choose them, but they’re not necessarily trained.
Acrobatics, Athletics, Insight, Perception, Stealth. Static Skills
Insight and Perception are used as static "defenses" against Bluff and
Stealth respectively. To calculate, add 10 to your Insight and
Perception skill modifiers. For example, if you’re trying to use
Stealth to sneak past a group of orcs, you roll against their passive
Perception scores.
Race Skill Modifiers
Human None
Dragonborn +2 History, +2 Intimidate
Dwarf None
Eladrin +2 History
Elf +2 Nature, +2 Perception
Half-Elf +2 Insight, +2 Diplomacy
Halfling +2 Acrobatics, +2 Thievery
Tiefling +2 Bluff, +2 Stealth
LANGUAGES
Spend a skill training point to learn a language.
Languages: Common, Supernal, Elven, Goblin, Dwarven, Draconic, Abyssal,
Giant
(Theres even more languages you can learn, using the language list in Speak language skill of 3.5E.)
JUMPING
Jumping is a straight check, with 1 square jumped per 10 rolled, so for the 2-square jump, you need a 20 Athletics check. Running for four squares before the jump will half the DC.
Acrobatics* (DEX) |
(Balance, Escape Artist,
Tumble) Use this skill to test your balance on narrow or
unstable surfaces, to escape from a grab or from restraints, and (if
you’re trained) to reduce your damage when you fall. |
Arcana (INT) |
(Knowledge Arcane, Spellcraft)
You have knowledge about magic and magical effects, and (if you’re
trained) you know how to detect a persistent magical effect. |
Athletics* (STR) |
(Climb, swim, jump)
Use this skill to climb, swim, or jump. |
Bluff (CHA) |
(Bluff) Use this
skill to make what’s false appear to be true, fast-talk a guard, con a
merchant, or tell lies. |
Diplomacy (CHA) |
(Diplomacy) Use this
skill to influence other with tact and social grace, change opinions,
inspire good will, and to negotiate a deal in good faith. |
Dungeoneering (INT) |
(Knowledge Dungeoneering)
You have knowledge about forging a path through a dungeon complex,
recognizing dungeon hazards, and finding food in the Underdark. |
Endurance (CON) |
Use this skill to stave off ill effects and to push beyond
normal physical limits. |
Focus (INT) |
Use this skill and you can do things as you tune out distractions. It is required for Forcecraft to work. |
Heal (INT) |
(Heal) Use this skill
to administer first aid, stabilize ad dying character, grant a saving
throw, or treat a disease. |
History (INT) |
(Knowledge History)
You have knowledge about history, including significant events,
legends, customs, and traditions. |
Insight (INT) |
(Sense Motive) Use
this skill to discern intent and decipher body language, making a best
guess as to a target’s motives, attitudes, and truthfulness. |
Intimidate (CHA) |
(Intimidate) Use this
skill to influence others through hostile actions and overt threats. |
Local (INT) |
(Knowledge: Local) This is where you know all of the local area that can be known. This includes people, places and things. |
Nature (INT) |
(Knowledge Nature)
You have knowledge related to finding your way through the wilderness,
recognizing natural hazards, and living off the land. |
Perception (INT) |
(Listen, Search, Spot)
Use this skill to notice clues, spots imminent dangers, and location
hidden objects. |
Religion (INT) |
(Knowledge Religion)
You have knowledge of religious traditions. |
Scrounging (INT) |
You can get together nearly any material that will constitute a meal or drink or other effect. Usually from somewhere near you. This can constitute roots, tree bark and berries or other organic materials and strained or boiled water from the stream. |
Stealth* (DEX) |
(Hide, Move Silently)
Use this skill to hide and move silently. |
Streetwise (CHA) |
You know how to get the lay of the land in an urban setting. |
Thievery (DEX) |
(Disable Device, Open Lock,
Slight of Hand) Use this skill to disable traps, open locks,
pick pockets, and perform other slight of hand. |
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. 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 points 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 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 point in the skill to use it. If it is omitted, the skill can be used untrained (with a point 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.
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 point 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 points 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%).
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:
Narrow Surface |
Balance DC1 |
Difficult Surface |
Balance DC1 |
7–12 inches wide |
10 |
Uneven flagstone |
102 |
2–6 inches wide |
15 |
Hewn stone floor |
102 |
Less than 2 inches wide |
20 |
Sloped or angled floor |
102 |
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. |
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 points
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 points 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:
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 points 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 |
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. |
— |
A perfectly smooth, flat, vertical surface cannot be climbed. |
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.
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 points 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 |
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.
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 points, 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 by use of Chaos,
you must succeed on an appropriate Craft check to make a complex
item.
All crafts require artisan’s tools
to give the best chance of success. If improvised tools are used, the
check is made with a –2 circumstance penalty. On the other hand,
masterwork artisan’s tools provide a +2 circumstance bonus on the
check.
To determine how much time and money it takes to make an item, follow these steps.
1. Find the item’s price. Put the price in silver pieces (1 gp = 10 sp).
2. Find the DC from the table below.
3. Pay one-third of the item’s price for the cost of raw materials.
4. Make an appropriate Craft check
representing one week’s work. If the check succeeds, multiply your
check result by the
DC. If the result × the DC equals the price
of the item in sp, then you have completed the item. (If the result ×
the DC equals double or triple the price of the item in silver
pieces, then you’ve completed the task in one-half or one-third of
the time. Other multiples of the DC reduce the time in the same
manner.) If the result × the DC doesn’t equal the price, then it
represents the progress you’ve made this week. Record the result
and make a new Craft check for the next week. Each week, you make
more progress until your total reaches the price of the item in
silver pieces.
If you fail a check by 4 or less,
you make no progress this week.
If you fail by 5 or more, you
ruin half the raw materials and have to pay half the original raw
material cost again.
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in copper pieces instead of silver pieces.
Creating Masterwork Items: You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.
When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.
Item |
Craft Skill |
Craft DC |
Acid |
Alchemy1 |
15 |
Alchemist’s fire, smokestick, or tindertwig |
Alchemy1 |
20 |
Antitoxin, sunrod, tanglefoot bag, or thunderstone |
Alchemy1 |
25 |
Armor or shield |
Armorsmithing |
10 + AC bonus |
Longbow or shortbow |
Bowmaking |
12 |
Composite longbow or composite shortbow |
Bowmaking |
15 |
Composite longbow or composite shortbow with high strength rating |
Bowmaking |
15 + (2 × rating) |
Crossbow |
Weaponsmithing |
15 |
Simple melee or thrown weapon |
Weaponsmithing |
12 |
Martial melee or thrown weapon |
Weaponsmithing |
15 |
Exotic melee or thrown weapon |
Weaponsmithing |
18 |
Mechanical trap |
Trapmaking |
Varies2 |
Very simple item (wooden spoon) |
Varies |
5 |
Typical item (iron pot) |
Varies |
10 |
High-quality item (bell) |
Varies |
15 |
Complex or superior item (lock) |
Varies |
20 |
1 You must be a spellcaster to craft any of these items. |
||
2 Traps have their own rules for construction. |
Action: Does not apply. Craft checks are made by the day or week (see above).
Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Special:
A dwarf has a +2 racial bonus on Craft checks that are related to
stone or metal, because dwarves are especially capable with stonework
and metalwork.
A gnome has a +2 racial bonus on
Craft (alchemy) checks because gnomes have sensitive noses.
You may voluntarily add +10 to
the indicated DC to craft an item. This allows you to create the item
more quickly (since you’ll be multiplying this higher DC by your
Craft check result to determine progress). You must decide whether to
increase the DC before you make each weekly or daily check.
To make an item using Craft
(alchemy), you must have alchemical equipment and be a spellcaster.
If you are working in a city, you can buy what you need as part of
the raw materials cost to make the item, but alchemical equipment is
difficult or impossible to come by in some places. Purchasing and
maintaining an alchemist’s lab grants a +2 circumstance bonus on
Craft (alchemy) checks because you have the perfect tools for the
job, but it does not affect the cost of any items made using the
skill.
Synergy: If you have 5 points 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 Intelligence 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.)
The Decipher Script check are made secretly, so that you
can’t tell whether the conclusion you draw is true or false.
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 points 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 points 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.
Initial Attitude |
————— New Attitude (DC to achieve)————— |
||||
|
Hostile |
Unfriendly |
Indifferent |
Friendly |
Helpful |
Hostile |
Less than 20 |
20 |
25 |
35 |
50 |
Unfriendly |
Less than 5 |
5 |
15 |
25 |
40 |
Indifferent |
— |
Less than 1 |
1 |
15 |
30 |
Friendly |
— |
— |
Less than 1 |
1 |
20 |
Helpful |
— |
— |
— |
Less than 1 |
1 |
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 |
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. |
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 les, 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.
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: Dispelling magic by focusing void on the object 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 void focus.
DISGUISE (CHA)
Check:
Your Disguise check result determines how good the disguise is, and
it is opposed by others’ Search check results. If you don’t draw
any attention to yourself, others do not get to make Search 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 Search checks.
You get only one Disguise check per
use of the skill, even if several people are making Search 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 |
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 Search 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 Search Check Bonus |
Recognizes on sight |
+4 |
Friends or associates |
+6 |
Close friends |
+8 |
Intimate |
+10 |
Usually, an individual makes a Search
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
Search 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 using chaos to cause an alter
self, disguise self, polymorph, or
shapechange, grants
you a +10 bonus on Disguise checks. You must succeed on a Disguise
check with a +10 bonus to duplicate the appearance of a specific
individual using the veil spell.
If you have the Deceitful feat, you
get a +2 bonus on Disguise checks.
Synergy: If you have 5 or more points 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 |
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 by chaos replication 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 points in Escape Artist, you get a +2 bonus on
Use Rope checks to bind someone.
If you have 5 or more points 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 |
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.
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 points in Knowledge (local), 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 |
1See the specific trick or purpose below. |
General Purpose |
DC |
General Purpose |
DC |
Combat riding |
20 |
Hunting |
20 |
Fighting |
20 |
Performance |
15 |
Guarding |
20 |
Riding |
15 |
Heavy labor |
15 |
|
Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
“Push” an Animal: To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
Teach an Animal a Trick: You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Work (DC 15): The animal pulls or pushes a medium or heavy load.
Train an Animal for
a
Purpose: Rather than teaching an animal
individual tricks, you can simply train it for a general purpose.
Essentially, an animal’s purpose represents a preselected set of
known tricks that fit into a common scheme, such as guarding or heavy
labor. The animal must meet all the normal prerequisites for all
tricks included in the training package. If the package includes more
than three tricks, the animal must have an Intelligence score of 2.
An animal can be trained for only
one general purpose, though if the creature is capable of learning
additional tricks (above and beyond those included in its general
purpose), it may do so. Training an animal for a purpose requires
fewer checks than teaching individual tricks does, but no less time.
Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.
Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.
Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.
Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes two weeks.
Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks.
Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks.
Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks.
Rear a Wild Animal:
To rear an animal means to raise a wild
creature from infancy so that it becomes domesticated. A handler can
rear as many as three creatures of the same kind at once.
A successfully domesticated animal
can be taught tricks at the same time it’s being raised, or it can
be taught as a domesticated animal later.
Action: Varies. Handling an animal is a move action, while pushing an animal is a full-round action. 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.
If you have the Animal Affinity feat,
you get a +2 bonus on Handle Animal checks.
Synergy: If you have 5 or more points in Handle Animal, you get a +2 bonus on Ride checks and wild empathy checks.
Untrained:
If you have no points in Handle Animal, you can use a Charisma check
to handle and push domestic animals, but you can’t teach, rear, or
train animals.
HIDE (DEX; ARMOR CHECK PENALTY)
Check:
Your Hide check is opposed by the Search 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 point you have in Hide.) This check, however, is made at a
–10 penalty because you have to move fast.
Sniping: If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a –20 penalty on your Hide check to conceal yourself after the shot.
Creating a Diversion to Hide: You can use Bluff to help you hide. A successful Bluff check can give you the momentary diversion you need to attempt a Hide check while people are aware of you.
Action: Usually none. Normally, you make a Hide check as part of movement, so it doesn’t take a separate action. However, hiding immediately after a ranged attack (see Sniping, above) is a move action.
Special:
If you are invisible, you gain a +40 bonus on Hide checks if you are
immobile, or a +20 bonus on Hide checks if you’re moving.
If you have the Stealthy feat,
you get a +2 bonus on Hide checks.
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 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 points 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 points 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 search 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 points in Tumble, you get a +2 bonus on Jump
checks.
If you have 5 or more points 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 points in Knowledge (arcana), you get a +2 bonus
on Spellcraft checks.
If you have 5 or more points 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 points 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 points in
Knowledge (history), you get a +2 bonus on bardic knowledge checks.
If you have 5 or more points in
Knowledge (local), you get a +2 bonus on Gather Information checks.
If you have 5 or more points 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 points in
Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy
checks.
If you have 5 or more points in
Knowledge (religion), you get a +2 bonus on turning checks against
undead.
If you have 5 or more points in
Knowledge (the planes), you get a +2 bonus on Survival checks made
while on other planes.
If you have 5 or more points in
Knowledge (dungeoneering), you get a +2 bonus on Survival checks made
while underground.
If you have 5 or more points 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 (INT)
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 roguelike character using Move Silently to sneak past the listener |
15 |
People whispering1 |
19 |
A cat stalking |
30 |
An owl gliding in for a kill |
1 If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language. |
Listen DC Modifier |
Condition |
+5 |
Through a door |
+15 |
Through a stone wall |
+1 |
Per 10 feet of distance |
+5 |
Listener distracted |
In the case of people trying to be quiet, the DCs given on the table could be replaced by Move Silently checks, in which case the indicated DC would be their average check result.
Action: Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action.
Try Again: Yes. You can try to hear something that you failed to hear previously with no penalty.
Special:
When several characters are listening to the same thing, a single
1d20 roll can be used for all the individuals’ Listen checks.
A fascinated creature takes a –4
penalty on Listen checks made as reactions.
If you have the Alertness feat, you
get a +2 bonus on Listen checks.
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.
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 points, 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 points in a Perform skill to inspire
courage in his allies, or to use his countersong or his fascinate
ability. A bard needs 6 points in a Perform
skill to inspire competence, 9 points to use his suggestion
ability, 12 points to inspire greatness, 15 points to use his song
of freedom ability,
18 points to inspire heroics, and 21 points to use his mass
suggestion ability. See Bardic Music in the
bard class description.
In addition to using the Perform
skill, you can entertain people with sleight of hand, tumbling,
tightrope walking, and spells (especially illusions).
PROFESSION (INT; 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 points, 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 points 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 |
Task |
Ride DC |
Guide with knees |
5 |
Leap |
15 |
Stay in saddle |
5 |
Spur mount |
15 |
Fight with warhorse |
10 |
Control mount in battle |
20 |
Cover |
15 |
Fast mount or dismount |
201 |
Soft fall |
15 |
|
|
1 Armor check penalty applies. |
Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.
Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.
Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Ride check, you don’t get the cover benefit. This usage does not take an action.
Soft Fall: You can react instantly to try to take no damage when you fall off a mount—when it is killed or when it falls, for example. If you fail your Ride check, you take 1d6 points of falling damage. This usage does not take an action.
Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount’s Jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s movement.
Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount’s speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on).
Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for warhorses or warponies.
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.
Action: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.
Special:
If you are riding bareback, you take a –5 penalty on Ride checks.
If your mount has a military saddle
you get a +2 circumstance bonus on Ride checks related to staying in
the saddle.
The Ride skill is a prerequisite for
the feats Mounted Archery, Mounted Combat, Ride-By Attack, Spirited
Charge, Trample.
If you have the Animal Affinity
feat, you get a +2 bonus on Ride checks.
Synergy: If you have 5 or more points 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 (roguelike character only)1 |
21 or higher |
Find a magic trap (roguelike character only)1 |
25 + level of spell used to create trap |
Notice a well-hidden secret door |
30 |
Find a footprint |
Varies2 |
1 Dwarves (even if they are not roguelike characters) 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. |
Special note: The Search
skill is also combined with the Spot skill as it is also used to detect
characters or creatures who are hiding. Typically, your Search 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 Search check is necessary to notice it.
A Search check result higher than 20 generally lets you become aware of
an invisible creature near you, though you can’t actually see it.
Search 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.
Search 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 Search check is
distracted (not concentrating on being observant).
Condition |
Penalty |
Per 10 feet of distance |
–1 |
Searcher distracted |
–5 |
Read Lips: To understand
what someone is saying by reading lips, you
must be within 30 feet of the speaker, be able to see him or her speak,
and understand the speaker’s language. (This use of the skill is
language-dependent.) The base DC is 15, but it increases for complex
speech or an inarticulate speaker. You must maintain a line of sight to
the lips being read.
If your Search check succeeds, you can understand the general content
of a minute’s worth of speaking, but you usually still miss certain
details. If the check fails by 4 or less, you can’t read the speaker’s
lips. If the check fails by 5 or more, you draw some incorrect
conclusion about the speech. The check is rolled secretly in this case,
so that you don’t know whether you succeeded or missed by 5.
Action: Varies. It can take a full-round action to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side. Every time you have a chance to Search something in a reactive manner you can make a Search check without using an action. Trying to Search something you failed to see previously is a move action. To read lips, you must concentrate for a full minute before making a Search 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 Search something that you failed to see previously at no penalty.
You can attempt to read lips once per minute.
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 done by
chaos emulating their effects are of explosive runes, fire trap,
glyph of
warding, symbol, and teleportation
circle create magic traps that a roguelike character 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.
A fascinated creature takes a –4 penalty on Search checks made as
reactions.
If you have the Alertness feat, you get a +2 bonus on Search checks.
An elf has a +2 racial bonus on Search checks.
A half-elf has a +1 racial bonus on Search checks.
The master of a hawk familiar gains a +3 bonus on Search checks in
daylight or other lighted areas.
The master of an owl familiar gains a +3 bonus on Search checks in
shadowy or other darkened areas.
Synergy:
If you have 5 or more points in Search, you get a +2 bonus on Survival
checks to find or follow tracks.
If you have 5 or more points 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 roguelike character can use Search to locate traps with higher
DCs.
A dwarf, even one who is not a roguelike character,
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 (INT)
Check: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when “something is up” (that is, something odd is going on) or to assess someone’s trustworthiness.
Task |
Sense Motive DC |
Hunch |
20 |
Sense enchantment |
25 or 15 |
Discern secret message |
Varies |
Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another’s behavior that something is wrong, such as when you’re talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
Sense Enchantment: You can tell that someone’s behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn’t aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target’s activities.
Discern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a –2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can’t learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you infer some false information.
Action: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.
Try Again: No, though you may make a Sense Motive check for each Bluff check made against you.
Special: If you have the Negotiator feat, you get a +2 bonus on Sense Motive checks.
Synergy: If you have 5 or more points 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
Search 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 Search 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 Search check to detect the attempt,
opposed by the same Sleight of Hand check result you achieved when
you tried to grab the item. An opponent who succeeds on this check
notices the attempt, regardless of whether you got the item.
You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your “act” encompasses elements of legerdemain, juggling, and the like.
Sleight of Hand DC |
Task |
10 |
Palm a coin-sized object, make a coin disappear |
20 |
Lift a small object from a person |
Action:
Any Sleight of Hand check normally is a standard action. However, you
may perform a Sleight of Hand check as a free action by taking a –20
penalty on the check.
Try Again:
Yes, but after an initial failure, a second Sleight of Hand attempt
against the same target (or while you are being watched by the same
observer who noticed your previous attempt) increases the DC for the
task by 10.
Special: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand checks.
Synergy: If you have 5 or more points 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 point 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.
SURVIVAL (INT)
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 have the Track feat (see the Restriction section below).
Survival DC |
Task |
10 |
Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10. |
15 |
Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15. |
15 |
Keep from getting lost or avoid natural hazards, such as quicksand. |
15 |
Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance. |
Varies |
Follow tracks (see the Track feat). |
Action: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.
Try Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the table above, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes(indoors) of searching.
Restriction: While anyone can use Survival to find tracks (regardless of the DC), or to follow tracks when the DC for the task is 10 or lower, only a 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 points in Survival, you can automatically determine where true north lies in relation to yourself.
Synergy:
If you have 5 or more points in Survival, you get a +2 bonus on
Knowledge (nature) checks.
If you have 5 or more points in
Knowledge (dungeoneering), you get a +2 bonus on Survival checks made
while underground.
If you have 5 or more points 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 points 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 points in
Knowledge (the planes), you get a +2 bonus on Survival checks made
while on other planes.
If you have 5 or more points 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 |
1 You can’t take 10 on a Swim check in stormy water, even if you aren’t otherwise being threatened or distracted. |
Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.
Action: A successful Swim check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action.
Special:
Swim checks are subject to double the normal armor check penalty and
encumbrance penalty.
If you have the Athletic feat,
you get a +2 bonus on Swim checks.
If you have the Endurance feat,
you get a +4 bonus on Swim checks made to avoid taking nonlethal
damage from fatigue.
A creature with a swim speed can move
through water at its indicated speed without making Swim checks. It
gains a +8 racial bonus on any Swim check to perform a special action
or avoid a hazard. The creature always can choose to take 10 on a
Swim check, even if distracted or endangered when swimming. Such a
creature can use the run action while swimming, provided that it
swims in a straight line.
TUMBLE (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)
You can’t use this skill if your speed has been reduced by armor, excess equipment, or loot.
Check: You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as though using the Perform skill). The DCs for various tasks involving the Tumble skill are given on the table below.
Tumble DC |
Task |
15 |
Treat a fall as if it were 10 feet shorter than it really is when determining damage. |
15 |
Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC. |
25 |
Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the Tumble DC. |
Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble through. The DC for any Tumble check made to tumble into such a square is modified as indicated below.
Surface Is . . . |
DC Modifier |
Lightly obstructed (scree, light rubble, shallow bog1, undergrowth) |
+2 |
Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) |
+5 |
Lightly slippery (wet floor) |
+2 |
Severely slippery (ice sheet) |
+5 |
Sloped or angled |
+2 |
1 Tumbling is impossible in a deep bog. |
Accelerated Tumbling: You try to tumble past or through enemies more quickly than normal. By accepting a –10 penalty on your Tumble checks, you can move at your full speed instead of one-half your speed.
Action: Not applicable. Tumbling is part of movement, so a Tumble check is part of a move action.
Try Again:
Usually no. An audience, once it has judged a tumbler as an
uninteresting performer, is not receptive to repeat performances.
You can try to reduce damage from
a fall as an instant reaction only once per fall.
Special:
If you have 5 or more points 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 points 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 points in Tumble, you get a +2 bonus on Balance
and Jump checks.
If you have 5 or more points 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 and also for divine spells, or Charisma for sorcerer spells). Your effective ability score (appropriate to the stat 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.
Use Magic Device allows you to use a scroll as if you had a nack of
ability. The DC is equal to 20 + the character level for the spell
you are trying to cast from the scroll. You must emulate the ability
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 points in Spellcraft, you get a +2 bonus on Use
Magic Device checks related to scrolls.
If you have 5 or more points in
Decipher Script, you get a +2 bonus on Use Magic Device checks
related to scrolls.
If you have 5 or more points in Use
Magic Device, you get a +2 bonus to Spellcraft checks made to
decipher spells on scrolls.
USE ROPE (DEX)
Check: Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.
Use Rope DC |
Task |
10 |
Tie a firm knot |
101 |
Secure a grappling hook |
15 |
Tie a special knot, such as one that slips, slides slowly, or loosens with a tug |
15 |
Tie a rope around yourself one-handed |
15 |
Splice two ropes together |
Varies |
Bind a character |
1 Add 2 to the DC for every 10 feet the hook is thrown; see below. |
Secure a Grappling Hook: Securing a grappling hook requires a Use Rope check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet). Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight. This check is made secretly, so that you don’t know whether the rope will hold your weight.
Bind
a Character: When
you bind another character with a rope, any Escape Artist check that
the bound character makes is opposed by your Use Rope check.
You get a +10 bonus on this check
because it is easier to bind someone than to escape from bonds. You
don’t even make your Use Rope check until someone tries to escape.
Action: Varies. Throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, tying a special knot, or tying a rope around yourself one-handed is a full-round action that provokes an attack of opportunity. Splicing two ropes together takes 5 minutes. Binding a character takes 1 minute.
Special:
A silk rope gives you a +2 circumstance bonus on Use Rope checks. If
you cast an animate
rope spell on a
rope, you get a +2 circumstance bonus on any Use Rope checks you make
when using that rope.
These bonuses stack.
If you have the Deft Hands feat,
you get a +2 bonus on Use Rope checks.
Synergy:
If you have 5 or more points 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 points in
Use Rope, you get a +2 bonus on Escape Artist checks when escaping
from rope bonds.
If you have 5 or more points in Escape
Artist, you get a +2 bonus on checks made to bind someone.
5.0 Edition Skills are here in this article online from the 5E SRD resource page that include invokation and new languages as listed below.
Skill: invokations (Int)
Action: This skill allows you to do spells easier, that means it's a point added to the total you have for casting a spell. See that is the effect roll that indicates if you have a success or not.
Skill: Focus (Int)
Action: This skill allows you to do magic if a check is required, and anything you might need to focus your energy to create your thoughts by feel.
Skill: High bartering (Cha)
Action: Use this skill to barter and trade. This is a skill that uses charisma means you can bribe instead of rolling speech and give merchants tips on how to improve their business. There was one quest where you have to get a ghoul that is doing standup and you recommend to the barkeep that he is probably driving away more customers than he brings in with a mercantile check. If you fail the barter check then he will politely decline your sorry wisdom. If you fail a charisma check to sense if the merchant doesn't like you, then he or she could boot you out of the store.
Languages: Some additional languages are from the Hammercoast area, with this article. Also there is the Atleantian magic language..its spoken by sea elves and Atleantians. This language can create what you want it to create if you intend it to make magic with the words or symbols. Its based off of symbols you understand on sight, that once translated are words that you know..