Skills



In Alphabetical Order

Appraise
Autohypnosis
Balance
Bluff
Climb
Concentration
Control Shape
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Knowledge
Listen
Martial Lore
Move Silently
Open Lock
Perform
Profession
Psicraft
Ride
Search
Sense Motive
Sleight of Hand
Speak Language
Spellcraft
Spot
Survival
Swim
Truespeak
Tumble
Use Magic Device
Use Psionic Device
Use Rope

APPRAISE (INT)

Use this skill to tell an antique from old junk, a sword that's old and fancy from an elven heirloom, and high-quality jewelry from cheap stuff made to look good.

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.

Appraise Performance: In addition to appraising concrete items, any character can appraise the quality of a performance. A successful Appraise check (using the same DCs below) means that you estimate the approximate daily income a performer might be able to expect from a performance of this quality, as shown in the Perform skill description.

A character can also appraise a work being performed to determine its value, just as a physical item can be appraised. See the Craft skill description in this chapter for approximate values for artistic works.

Fast Appraise: You can appraise an item quickly, but the DC is higher (see table below). Failing the check means that you cannot estimate the item's value at all, much like Appraise checks made to determine the value of rare or exotic items. Appraising an item quickly takes 1 round.

Item (Examples) DC
Common (Trade goods, spices, food stuffs, raw materials, mundane items, livestock) 15
Rare (Fine clothing, unworked precious metals, gems, artwork) 20
Exotic (Unusual gems [strange colorings, unusual to the region, unusually large or pure], spell components, jewelry, obscure religious items) 25
Unique (Masterpiece artwork, royal jewels, crowns, or other adornments) 30+

Identify Dwarven Craftwork: You can tell whether an item is dwarvencraft or of dwarven manufacture or by making a successful DC 10 Appraise check.

Detect Magic: With a DC 50 Appraise check, you can sense if an item has a magical aura. You can then use Spellcraft to learn more about the item as if you have already cast detect magic on the item. This requires a full-round action.

Action: Normally, appraising an item takes 1 minute (ten consecutive full-round actions). Appraising the quality of a performance requires the character to view and listen to the performance for 1 minute. However, appraising the actual work being performed (the entire song or poem, for example) requires the character to view and listen to the entire performance.

Try Again: No. If you attempt a normal Appraise check, you cannot try again on the same object, regardless of success. If you fail to appraise an item quickly (or even if you succeed), you can still try to appraise the item normally. Doing so requires the normal amount of time (1 minute).

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.

The Appraise Magic Value feat enables you to use the Appraise skill to determine a magic item's properties.

Synergy: If you have 5 ranks in any Craft skill, you gain a +2 bonus on Appraise checks related to items made with that Craft skill.

If you have 5 or more ranks in any Perform skill, you get a +2 bonus on Appraise checks related to performances using that Perform 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%).

AUTOHYPNOSIS (WIS; TRAINED ONLY)
You have trained your mind to gain mastery over your body and the mind's own deepest capabilities.

Check: The DC and the effect of a successful check depend on the task you attempt.

Task
DC
Ignore caltrop wound
18
Memorize 15
Resist dying 20
Resist fear Fear effect DC
Tolerate poison Poison's DC
Willpower 20
Ignore poison Poison's DC + 5
Remain conscious 30
Slippery mind 50
Temporary hit points 60
Damage reduction 60

Ignore Caltrop Wound: If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn't go away - it is just ignored through self-persuasion.

Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can't memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don't recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

Resist Dying: You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 20 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.

Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

Tolerate Poison: You can choose to substitute an Autohypnosis check for a saving throw against any standard poison's secondary damage or effect. This skill has no effect on the initial saving throw against poison.

Willpower: If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty - you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to -1 hit points, as normal when disabled.

Ignore Poison: When poisoned, you can make an Autohypnosis check on your next action. A successful check indicates you do not have to make a saving throw against the poison's secondary damage, which you instead automatically ignores.

Remain Conscious: If reduced to negative hit points but not dead, make a Autohypnosis check. If successful, you do not go unconscious and can continue taking actions until you bleed to death or stabilizes (you can also continue making stabilization checks). If healed or stabilized, you continue to take actions normally.

Slippery Mind: If a failed saving throw indicates you are affected by any mind-affecting powers, spells, or spell-like effects, a successful Autohypnosis check allows an immediate second saving throw to resist the effect. If the mind-affecting effect normally does not allow a saving throw, a successful Autohypnosis check allows a saving throw.

Temporary Hit Points: With a successful Autohypnosis check, you gain temporary hit points equal to 10 + you Wisdom modifier. The temporary hit points persist until lost. You cannot check for temporary hit points more than once per day. Temporary hit points gained through Autohypnosis do not stack with temporary hit points gained through any other source.

Damage Reduction: On a successful Autohypnosis check, you gain damage reduction 2/-. The damage reduction lasts for 12 hours. You cannot check for damage reduction more than once per day. Damage reduction gained through Autohypnosis does not stack with damage reduction gained through any other source.

Action: None. Making an Autohypnosis check doesn't require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).

Try Again: Yes, for memorize and willpower uses, though a success doesn't cancel the effects of a previous failure. No for the other uses.

Synergy: If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks.

If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks.

BALANCE (DEX; ARMOR CHECK PENALTY)

You can keep your balance while walking on a tightrope, a narrow beam, a slippery ledge, or an uneven floor.

Check: You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can't move for 1 round. A failure by 5 or more means you fall. The difficulty varies with the surface, as follows:

Surface DC 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.

Narrow Surface Modifiers

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
1-2 inches wide 20 Sloped or angled floor 102
Up to 1 inch wide 40 Liquid3 90
Hair-thin 60 Cloud 120
1 Add modifiers from Narrow Surface Modifiers, below, as appropriate.
2 Only if running or charging. Failure by 4 or less means the
character can't run or charge, but may otherwise act normally.
3 Includes any other surface that couldn't support the
character's weight, such as a fragile branch.

Being Attacked while Balancing: You are considered flat-footed while balancing, since you can't move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you have 5 or more ranks in Balance, you aren't considered flat-footed while balancing. If you take damage while balancing, you must make another Balance check against the same DC to remain standing.

Accelerated Movement: You can try to walk across a precarious surface more quickly than normal. If you accept a -5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two Balance checks, one for each move action used.) You may also accept this penalty in order to charge across a precarious surface; charging requires one Balance check for each multiple of your speed (or fraction thereof ) that you charge.

Resist Trip: If you have 10 or more ranks in Balance, you can make a Balance check in place of a Strength or Dexterity check to avoid being tripped by an opponent. You take a -10 penalty on your Balance check. If you succeed on this check, you are not tripped. When you succeed on a Balance check to resist being tripped, you may not attempt to trip your opponent.

Sprinting Balance: You can try to run across a narrow surface by accepting a -20 penalty on your Balance check.

Moving through Trees: Use Balance checks to move horizontally along a branch or tree trunk leaning over at an angle of up to 60 degrees. To move vertically in a tree, or to move along a branch or trunk with an angle of greater than 60 degrees, use the Climb skill.

Balance DC Forest Type
10* Dense Forest: Trees are older with strong branches and are close together, including many massive trees. There are lots of branches to choose from, letting the character select the widest, flattest branches with the most support or hand holds.
15 Medium Forest: Trees are farther apart or not as old and the selection of branches is not as great, forcing the character to use some narrow branches or branches without support.
25 Sparse Forest: Trees are farther apart and not very old. The character has to use a lot of narrow branches without support or hand holds. The character is often moving across branches that are barely wide enough to move on.
* Only when running or charging. Failure by 4 or less means the character can't run or charge but may otherwise act normally. The character is not considered balancing when not moving.
Balance DC
Modifier
Condition
+2 Moss, fungi, or slightly wet
+5 Snow or ice

Moving Along an Unstable Surface: Use Balance to walk or crawl along a pitching or heaving surface, such as the top of a moving wagon, the backs of animals while they pull a vehicle, or a bouncy tarp or tent top.

Balance DC Example Surface
10* Loose gravel or wobbly bricks or stones
15 Awning, dune face, or snowdrift
18 Top of a vehicle traveling over a fairly smooth road
20 Top of a vehicle traveling over a rough road
22 Top of a vehicle traveling over a poor road, trail, or unimproved surface
25 Ship's deck in a storm, galloping horse, or top of a vehicle traveling over rocks, potholes, logs, or rubble
* Only when running or charging. Failure by 4 or less means the character can't run or charge but may otherwise act
normally. The character is not considered balancing when not moving.

Moving Shipboard: Boats and ships offer clumsy characters a variety of ways to fall. Many characters who spend time on or around boats pick up a rank or two in Balance, simply because you never know when your life could depend on it.

Some of the more common difficult surfaces found in seafaring environments include the following:

Green Water: A ship's deck that is washed by a violent wave that covers the deck to a depth of 1 foot or more.

Heeling Deck: A ship that is heeling over (the deck is sloped sharply due to the way it's running with the wind or the ship's maneuvers) is the same as a sloped floor.

Roll, Heavy: A ship that is violently rolling from side to side, as opposed to simply heeling in one direction and staying there.

Sargasso: Floating mats of seaweed come in two varieties: light and heavy. Only those who are truly light of foot can remain standing on light mat sargasso, but heavy mat sargasso is thick enough to support anyone walking with a little care.

Surf: Moving water between 1 foot (light surf) and 4 feet deep (heavy surf).

Yardarm: The horizontal spar suspended from a ship's mast. Deckhands taking in or setting sails generally stand on sturdy lines below the yardarm and lean into the yardarm for support; walking on top of a yardarm is a real stunt, since there isn't anything to brace against.

Balance DC Condition
10 Heeling deck
10 Sargasso, heavy mat
10 Surf, light
15 Roll, heavy
15 Surf, heavy
15 Yardarm
20 Green water
30 Sargasso, light mat

Wet decks and icy decks are treated just as lightly slippery and severely slippery surfaces.

Underwater: Characters attempting to balance on things while completely submerged have a much smaller chance of falling off, simply because water resistance gives one an opportunity to correct for a mistake.

Balance DC
Modifier
Condition
+2 Wet deck
+2 High winds
+5 Icy deck
+5 Severe motion
-10 Underwater

Characters can reduce their odds of losing their footing by bracing themselves with their hands or body. For example, characters reefing a sail often have to edge out on the yardarm while standing on a rope, a DC 20 Balance check. However, the character can brace herself with both hands while sliding along the rope, gaining a +10 bonus on the Balance check.

Balance Check
Modifier
Condition
+5 Body brace
+7 One-hand brace
+10 Two-hand brace

Action: None. A Balance check doesn't require an action; it is made as part of another action or as a reaction to a situation.

Special: If you have the Agile feat, you get a +2 bonus on Balance checks.

Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance checks.

BLUFF (CHA)

You can make the outrageous or the untrue seem plausible, or use doublespeak or innuendo to deliver a secret message to another character. The skill encompasses acting, conning, fast talking, misdirection, prevarication, and misleading body language. Use a bluff to sow temporary confusion, get someone to turn and look where you point, or simply look innocuous.

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.

Example Circumstances Sense Motive Modifier
The target wants to believe you.
"These emeralds aren't stolen. I'm just desperate for coin right now, so I'm offering them to you cheap."
-5
The bluff is believable and doesn't affect the target much.
"I don't know what you're talking about, sir. I'm just a simple peasant girl here for the fair."
+0
The bluff is a little hard to believe or puts the target at some risk.
"You orcs want to fight? I'll take you all on myself. I don't need my friends' help. Just don't get your
blood all over my new surcoat."
+5
The bluff is hard to believe or puts the target at significant risk.
"This diadem doesn't belong to the duchess. It just looks like hers. Trust me, I wouldn't sell you
jewelry that would get you hanged, would I?"
+10
The bluff is way out there, almost too incredible to consider.
"You might find this hard to believe, but I'm actually a lammasu who's been polymorphed into halfling
form by an evil sorcerer. You know we lammasu are trustworthy, so you can believe me."
+20

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).

You can substitute Dexterity for Charisma when making Bluff checks to deliver a secret message, if you and the recipient are both fluent in Drow Sign Language.

Tail Someone: If you fail a Hide check while tailing someone, you can attempt a Bluff check opposed by your quarry's Sense Motive check to look innocuous. See the Hide skill, later in this section, for details.

Heckling a Performer: Heckling involves making a Bluff check opposed by the target's Concentration check. More than one person can aid a heckler, using the aid another action, by making a DC 10 Bluff check.

If you succeed, the performer is distracted by your abuse and taunts, and he must make an immediate Perform check with a -2 penalty. For every 5 points by which your Bluff check exceeds the performer's Concentration check, the penalty worsens by an additional 2. (So a Bluff check that beats the Concentration check by 11 results in a -6 penalty.) This new Perform check is required even if the performer has already made one or more successful checks during the same performance, and the result of the new Perform check replaces any previous result.

If your Bluff check is unsuccessful, the audience sides with the performer, admiring his composure under fire. The performer receives a +2 circumstance bonus on Perform checks for the remainder of the performance, and you have probably now offended the crowd. At the DM's option, you might have angered powerful nobles in attendance, or you could suffer attack at the hands of an unruly bar crowd - effects vary depending on the setting and mood of the audience. Even if you succeed on the heckle attempt, a chance exists that the performer's new Perform check is better than his previous result. In such an instance, the crowd responds just as if you had failed your Bluff check to heckle.

Pep Talk: You can use this skill to create a sense of confidence in your troops. You can make a group of soldiers believe they are stronger than they actually are, bolstering their morale temporarily. You can also convince them that an enemy force is not quite as powerful as they believe it to be, or that a mission is less dangerous than it truly is. This bolstered confidence does not necessarily last long, and your words might be quickly forgotten if the tide of battle turns against the troops.

Your successful Bluff check opposed by your troops' Sense Motive check (consider a group of new recruits to have a +1 Sense Motive modifier for this purpose) provides the affected targets a +2 bonus on their next morale check. However, those same troops have a -2 penalty on every subsequent morale check in that battle. The -2 penalty endures past the current battle if the same commander is left in charge of the unit.

Veteran troops (those of 2nd level or higher) are resistant to pep talks, having already experienced the reality of the battlefield. Such troops have a +6 modifier on their Sense Motive checks to oppose your Bluff check.

This ability affects up to ten characters for every rank you have in the Bluff skill. If both new recruits and veterans are present, make a separate check for each. For example, if you wish to bolster the morale of a company of 60 soldiers (40 new recruits and 20 veterans), you must have at least 6 ranks in Bluff and would make two checks, one for the new recruits and another for the veterans. Characters of your level or higher are immune to this effect.

Circumstance Sense Motive Modifier
The target wants to believe you.
"You have trained for this. You are ready. They'll never know what hit them."
-5
The bluff is believable.
"Orcs don't fight well in sunlight! We can take them!"
+0
The bluff is a little hard to believe.
"Ogres aren't that much taller than you! Just gang up on them!"
+5
The bluff is hard to believe.
"Back to the battle! That dragon can only breathe fire once per day! Quick, let's get him while he's vulnerable!"
+10
The bluff is way out there, almost too incredible to consider.
"Let's just simply walk into Mordor"
+20

Instill Suggestion in Target: If you beat the target's Sense Motive check by 50 or more, you can instill a suggestion in the target's mind by using the Bluff skill as a full-round action. This is identical to the effect of the suggestion spell, except that it is nonmagical and lasts for only 10 minutes. It can be sensed as if it were an enchantment effect (Sense Motive DC 25).

Display False Alignment: With a DC 70 Bluff check, you can fool alignment-sensing effects by displaying a false alignment of your choice. Once set, a false alignment remains as long as you remain conscious and awake. Setting or changing a false alignment requires a full-round action.

Disguise Surface Thoughts: With a DC 100 Bluff check, you can fool spells such as detect thoughts (or similar effects) by displaying false surface thoughts. While you can't completely mask the presence of your thoughts, you can change your apparent Intelligence score (and thus your apparent mental strength) by as much as 10 points and can place any thought in your “surface thoughts” to be read by such spells or effects. If someone attempts to use Sense Motive to detect your surface thoughts (see the Sense Motive skill description), this becomes an opposed check (though any result lower than 100 automatically fails).

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. An attempt to heckle takes 1 minute.

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. You cannot try to heckle again during the same performance. You can retry a pep talk, but once you've attempted this check in a battle or prior to a battle, you can't use it again on the same troops for at least 24 hours.

Special: A ranger gains a bonus on Bluff checks when using this skill against a favored enemy.

The master of a snake familiar gains a +3 bonus on Bluff checks.

If you have the Persuasive feat, you get a +2 bonus on Bluff checks.

Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on Disguise checks made when you know you're being observed and you try to act in character.

CLIMB (STR; ARMOR CHECK PENALTY)

Use this skill to scale a cliff, to get to the window on the second story of a wizard's tower, or to climb out of a pit after falling through a trapdoor.

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 an anchor chain, 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, or a ship's hull.
25 A rough surface, such as a natural rock wall or a brick wall.
25 An overhang or ceiling with handholds but no footholds.
70 A perfectly smooth, flat, vertical surface.
100 A perfectly smooth, flat, overhang or ceiling.
Climb DC
Modifier1
Example Surface or Activity
-10 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10).
-5 Climbing a corner where you can brace against perpendicular walls (reduces DC by 5).
+5 Surface is slippery (increases DC by 5).
1 These 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).

Rapid Climbing: You can climb even more quickly than normal. By accepting a -20 penalty on your Climb check, you can move 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.

Combat Climb: You can move freely enough to avoid blows while climbing. By accepting a -20 penalty on your Climb check, you can retain your Dexterity bonus to AC while climbing.

Rappelling: You can use a rope and climbing gear to descend over a precipice or down a sheer cliff. You must have a rope and at least 1 rank in either Climb or Use Rope. You must declare the distance you intend to cover, then make a successful Climb check and a successful Use Rope check according to the parameters below.

Climb: While you are rappelling, the Difficulty Class to climb down a wall of any texture, even one that is perfectly smooth, flat, and vertical, becomes DC 10. Add 5 to the DC if the surface is slippery, or 10 if you are rappelling with no surface to brace against.

Use Rope: While rappelling, you can descend at your base land speed with a DC 10 Use Rope check, or you can take a full-round action to move twice your speed. If you make a DC 20 Use Rope check, you can take a full-round action to descend at four times your base speed.

If you fail either your Climb check or your Use Rope check, you still descend your declared distance but may go into an uncontrolled fall. To prevent this outcome, you can attempt another Use Rope check (DC equal to previous DC + 5). On a success, you take 1d6 points of damage but halt your movement; on a failure, you fall. If you don't hit bottom by the start of your next turn, you can try to arrest your descent with another Use Rope check (DC equal to previous DC + 10). Success means you take 3d6 points of damage; failure means you continue to fall.

Climbing Trees: A successful Climb check allows you to move up, down, or across a forest canopy at one-quarter your normal speed. Typical DCs are as follows:

Climb DC Example Activity
0 Grasping nearby branches to move along a branch too narrow or too steeply angled for normal walking
5 Climbing a tree with plenty of sturdy branches for handholds and footholds
10 Climbing a tree with few or fairly weak branches
15 Climbing a tree trunk with no branches but small enough to clasp with the arms
20 Climbing a tree trunk with no branches and too large to clasp with the arms

Catching Characters Falling out of Trees: If you fall when climbing, you can try to catch yourself on the way down; you also can try to catch another character who falls. It's much easier to catch yourself or another falling character up in a tree's canopy, where there are plenty of branches to grab, than when climbing a wall or sheer cliff, so the Climb check to stop the fall is slightly easier (DC equal to the tree's or branch's DC + 5).

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.

The Legendary Climber feat allows a character to ignore any penalties for accelerated or rapid climbing.

Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.

CONCENTRATION (CON)

You are particularly good at focusing your mind.

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, using a skill that would provoke an attack of opportunity, manifesting a power, concentrating on an active power, directing a power, using a psi-like ability, shaping a soulmeld, or binding a soulmeld or magic item to a chakra (but not investing or reallocating essentia or activating a soulmeld's effect). 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. If you were in the process of manifesting a power, the power points are lost. If you were concentrating on an active power, the power ends as if you had ceased concentrating on it. If you were directing a power, the direction fails but the power remains active. If you were using a psi-like ability, that use of the ability is lost. If you were shaping a soulmeld or binding a chakra, the action automatically fails and is wasted (leaving you with soulmelds shaped and chakras bound as before the action was attempted). 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 the distraction occurs while you are trying to manifest a power, you must add the level of the power you are trying to manifest 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
15 + power level
Attempting to manifest a power without its display.
Distracting power's save DC
Distracted by nondamaging power.4
20 Gain psionic focus.
Distracting power's save DC
Weather caused by power4
50 + spell level Cast spell with somatic component while grappled.
1 If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add the level of the spell to the indicated DC.
2 Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity that takes more than a single full-round action (such as Disable Device). Also, damage stemming from an attack of opportunity or readied attack made in response to the spell being cast (for spells with a casting time of 1 action) or the action being taken (for activities requiring no more than a full-round action). (See also Distracting Spellcasters, page 160.)
3 Such as from acid arrow.
4 If the spell/power allows no save, use the save DC it would have if it did allow a save.

Gain Psionic Focus: Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost-they can become psionically focused as a special use of the Concentration skill.
If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It's like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat - many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans), or until your power point reserve drops to 0.

Resist Heckling: To resist heckling, you make a Concentration check opposed by the heckler's Bluff check. If you succeed, you can ignore the heckler and proceed with your performance, generally garnering respect from your audience in the process because you kept your composure in the face of resistance. If you fail, you must make another immediate Perform check with a -2 penalty. The result of this check replaces your previous check result. For every 5 points by which the heckler's Bluff check exceeds your Concentration check, the penalty on your new Perform check increases by 2.

If your Concentration check is successful, you gain the respect of the crowd and gain a +2 bonus on Perform checks you make for this group for the remainder of your performance. All further heckling attempts during performances in front of this crowd are made with a -5 penalty.

Action: Usually none. In most cases, making a Concentration check doesn't require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Meditating to gain psionic focus is a full-round action.

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, manifest a power, 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/power's level, if casting a spell, using a spell-like ability defensively, or manifesting a power). If the Concentration check succeeds, you may attempt the action normally without provoking any attacks of opportunity. A successful Concentration check still doesn't allow you to take 10 on another check if you are in a stressful situation; you must make the check normally. If the Concentration check fails, the related action also automatically fails (with any appropriate ramifications), and the action is wasted, just as if your concentration had been disrupted by a distraction.

A character with the Combat Casting feat gets a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned.

A character with the Combat Manifestation feat gets a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while grappling or pinned.

Synergy: If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks.

If you have 5 or more ranks in any Perform skill, you get a +2 bonus on Concentration checks to resist heckling while using that skill.

CONTROL SHAPE (WIS)

Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.)This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.

Check (Involuntary Change): An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.

Involuntary Change Control Shape DC
Resist involuntary change 25

On a failed check, the character must remain in animal form until the next dawn, when he automatically returns to his base form. A character aware of his condition may make one attempt to return to humanoid form (see below), but if he fails, he remains in animal form until the next dawn.

Try Again (Involuntary Change): Check to resist an involuntary change once each time a triggering event occurs.

Check (Voluntary Change): In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.

Involuntary Change Control Shape DC
Return to humanoid form (full moon*) 25
Return to humanoid form (not full moon) 20
Assume hybrid form 15
Voluntary change to animal form (full moon) 15
Voluntary change to animal form (not full moon) 20
* For game purposes, the full moon lasts three days every month.

Try Again (Voluntary Change): A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.

Special: An afflicted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition (see Lycanthropy as an Affliction).

CRAFT (INT)

You are trained in a craft, trade, or art, such as alchemy, armorsmithing, basketweaving, bookbinding, bowmaking, blacksmithing, calligraphy, carpentry, cobbling, gemcutting, leatherworking, locksmithing, painting, pottery, sculpting, shipmaking, stonemasonry, trapmaking, weaponsmithing, or weaving.

Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill.

A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.

Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.

In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.

A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.

When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.

All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a -2 circumstance penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.

To determine how much time and money it takes to make an item, follow these steps.

  1. Find the item's price. Put the price in silver pieces (1 gp = 10 sp).
  2. Find the DC from the table below.
  3. Pay one-third of the item's price for the cost of raw materials.
  4. Make an appropriate Craft check representing one week's work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

If you fail a check by 4 or less, you make no progress this week.

If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in copper pieces instead of silver pieces.

Creating Masterwork Items: You can make a masterwork item - a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price.

When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.

Item Craft Skill Craft DC
Acid Alchemy1 15
Alchemist's fire, smokestick, or tindertwig Alchemy1 20
Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy1 25
Armor or shield Armorsmithing 10 + AC bonus
Longbow or shortbow Bowmaking 12
Composite longbow or composite shortbow Bowmaking 15
Composite longbow or composite shortbow with high strength rating Bowmaking 15 + (2 × rating)
Crossbow Weaponsmithing 15
Simple melee or thrown weapon Weaponsmithing 12
Martial melee or thrown weapon Weaponsmithing 15
Exotic melee or thrown weapon Weaponsmithing 18
Mechanical trap Trapmaking Varies2
Very simple item (wooden spoon) Varies 5
Typical item (iron pot) Varies 10
High-quality item (bell) Varies 15
Complex or superior item (lock) Varies 20
1 You must be a spellcaster to craft any of these items.
2 Traps have their own rules for construction.

Craft (Poisonmaking): The fine art of refining raw materials into effective poisons requires both patience and care (not to mention discretion, in areas where poisons are outlawed). Making poisons with the Craft (poisonmaking) skill follows the rules for all Craft skills, with the following exceptions.

Price: The cost of raw materials varies widely depending on whether the character has access to the active ingredient - that is, the venom or plant that actually provides the toxin. If a supply is readily available, the raw materials cost one-sixth of the market price, not one-third. Otherwise, the raw materials cost at least three-quarters of the market price - assuming the substance in question is for sale at all.

Amount: To figure out how much poison you are able to create in a week, make a Craft (poisonmaking) check at the end of the week. If the check is successful, multiply the check result by the DC for the check. That result is how many gp worth of poison you created that week. When your total gp created equals or exceeds the market price of one dose of the poison, that dose is finished. (You may sometimes be able to create more than one dose in a week, depending on your check result and the market price of the poison.) If you fail the check by 4 or less, you make no progress that week. If you fail the check by 5 or more, you ruin half the raw materials and have to buy them again.

Table: Craft (Poisonmaking) DCs

Poison Type and
DC to Resist
Initial Damage Secondary Damage Price DC to Create
Nitharit Contact DC 13 0 3d6 Con 650 gp 20
Gorgon's hair Contact DC 16 2d6 Str 1d4 Str 300 gp 18
Sassone leaf residue Contact DC 16 2d12 hp 1d6 Con 300 gp 20
Malyss root paste Contact DC 16 1 Dex 2d4 Dex 500 gp 20
Terinav root Contact DC 16 1d6 Dex 2d6 Dex 750 gp 25
Black lotus extract Contact DC 20 3d6 Con 3d6 Con 4,500 gp 35
Dragon bile Contact DC 26 3d6 Str 0 1,500 gp 30
Striped toadstool Ingested DC 11 1 Wis 2d6 Wis + 1d4 Int 180 gp 15
Arsenic Ingested DC 13 1 Con 1d8 Con 120 gp 15
Id moss Ingested DC 14 1d4 Int 2d6 Int 125 gp 15
Goodbye kiss Ingested/Injury DC 15 Exhaustion Exhaustion ou unconsciousness 350 gp 15
Oil of taggit Ingested DC 15 0 Unconsciousness 90 gp 15
Lich dust Ingested DC 17 2d6 Str 1d6 Str 250 gp 20
Dark reaver powder Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str 300 gp 25
Ungol dust Inhaled DC 15 1 Cha 1d6 Cha + 1 Cha* 1,000 gp 20
Insanity mist Inhaled DC 15 1d4 Wis 2d6 Wis 1,500 gp 20
Burnt othur fumes Inhaled DC 18 1 Con* 3d6 Con 2,100 gp 25
Siren's breath Inhaled DC 18 Special Special 300 gp 16
Small centipede poison Injury DC 10 1d2 Dex 1d2 Dex 90 gp 15
Black adder venom Injury DC 12 1d6 Con 1d6 Con 120 gp 15
Bloodroot Injury DC 12 0 1d4 Con + 1d3 Wis 100 gp 15
Medium spider venom Injury DC 12 1d4 Str 1d4 Str 150 gp 15
Drow poison Injury DC 13 Unconsciousness Unconsciousness for 2d4 hours 75gp 15
Greenblood oil Injury DC 13 1 Con 1d2 Con 100 gp 15
Blue whinnis Injury DC 14 1 Con Unconsciousness 120 gp 15
Large scorpion venom Injury DC 14 1d6 Str 1d6 Str 200 gp 20
Giant wasp poison Injury DC 14 1d6 Dex 1d6 Dex 210 gp 20
Slow death Injury DC 14 1d6 hp/round 0 250 gp 19
Zealot's blade Injury DC 14 1d4 Con 1d4 Con 350 gp 19
Salvo Injury DC 15 1d4 random ability 1d4 random ability 100 gp 12
Elemental rime Injury DC 16 1d4 Dex plus vulnerability to fire 1d4 Dex 200 gp 18
Shadow essence Injury DC 17 1 Str* 2d6 Str 250 gp 20
Wyvern poison Injury DC 17 2d6 Con 2d6 Con 3,000 gp 25
Deathblade Injury DC 20 1d6 Con 2d6 Con 1,800 gp 25
Blasphemix Injury DC 22 Special -1 CL (divine spells) 750 gp 22
Purple worm poison Injury DC 25 1d6 Str 2d6 Str 700 gp 20
* Ability drain, not ability damage.

Creating an Artistic Composition: In addition to concrete goods, Craft covers artistic endeavors such as writing and musical composition. As with the standard use of the Craft skill, the DC, your check results, and the value of the composition determine how long it takes to compose a musical or written work. The table below summarizes DCs and values for common types of compositions. All the values are expressed as ranges. You can choose your target value for your composition.

The only raw materials required for a written composition are pen, ink, and parchment. In the course of one week's work, you spend about 2 gp on materials. Use this cost rather than the cost of the normal materials (a total of one-third of the item's price). If you are making checks by the day, you spend about 3 sp per day.

Composition Type Value Craft DC
Poem 5 sp-2 gp 12
Novel 5 gp-15 gp 15
Reference book 25 gp-100 gp 18
Epic 50 gp-500 gp 20
Song 5 sp-5 gp 12
Quartet or quintet composition 5 gp-15 gp 15
Symphony 25 gp-100 gp 20
Dramatic monologue 1 gp-5 gp 15
Comedic play 10 gp-30 gp 15
Dramatic play 15 gp-50 gp 15

Craft (boatbuilding): Many craft skills are required to fabricate various parts of a ship - carpentry for the hull and masts, blacksmithing for the iron fittings and nails, sailmaking for the sails, even ropemaking for the thousands of feet of hawsers, stays, and line necessary to rig the ship correctly. However, small craft such as canoes, rafts, and skiffs are all covered under Craft (boatbuilding).

A boatbuilder can handle any vessel of Huge size or smaller, although a single boatbuilder working on a ketch or launch of Huge size might take six months or more to finish the work. Building a larger ship requires the skills of a shipwright (see Knowledge). The chief difference between a shipwright and a boatbuilder is that the boatbuilder rarely works off of any sort of plans, instead using various rules-of-thumb and his own skilled eye to build a serviceable vessel.

Some sample Craft DCs for rafts and boats that can be created with the Craft (boatbuilding) skill appear below.

Type of Boat Craft DC
Crude raft 5
Dugout canoe 8
Coracle 10
Well-made raft 10
Skiff 12
Launch 15
War canoe 18
Pinnace 20

Repair Warforged: A character with ranks in certain Craft skills can attempt to repair a warforged character who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Craft check result -15. A character can take 10 on this check but can't take 20. Other constructs can't be repaired in this way (but a character with the Craft Construct feat can repair such a construct). Applicable Craft skills include armorsmithing, blacksmithing, gemcutting, and sculpting. A warforged with an applicable Craft skill can repair itself. Repairing warforged requires some crafting expertise. This particular use of the Craft skill cannot be performed untrained.

Create Augmented Alchemical Item or Substance: This requires the Augmented Alchemy feat, and allows you to create alchemical items and substances of greater power than normal. To augment an alchemical substance, add +20 to the DC required to create the item and multiply the cost by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be improved in this manner. You can create an item with multiple degrees of augmentation. For every additional multiplier applied to damage, duration, or area, add an additional +20 to the DC and add an additional 5 to the cost multiplier.

Item
Effect of Augmenting
Acid
Direct hit 2d6, splash 2
Alchemist's fire
Direct hit 2d6, splash 2
Antitoxin
Duration 2 hours
Smokestick
Smoke fills a 20-foot cube
Sunrod
Glows for 12 hours
Tanglefoot bag
Becomes brittle and fragile after 20 minutes
Tinderwig
No effect

Action: Does not apply. Craft checks are made by the day or week (see above).

Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. Each time you fail a check by 5 or more when creating an artistic composition, you must start over from the beginning of the creation process.

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 can voluntarily increase the DC of crafting an item by any multiple of 10. This tactic 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.

You can use Craft (blacksmithing) or Craft (weaponsmithing) instead of Craft (siege engineering) to construct or repair siege weapons by taking a -5 penalty.

Synergy: If you have 5 ranks in a Craft skill, you get a +2 bonus on Appraise checks related to items made with that Craft skill.

DECIPHER SCRIPT (INT; TRAINED ONLY)

Use this skill to piece together the meaning of ancient runes carved into the wall of an abandoned temple, to get the gist of an intercepted letter written in the Infernal language, to follow the directions on a treasure map written in a forgotten alphabet, or to interpret the mysterious glyphs painted on a cave wall.

Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.

If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)

Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can't tell whether the conclusion you draw is true or false.

Creating a Cipher: You can use the Decipher Script skill to create a private cipher. This code system allows you (or anyone with the proper key) to record information without the risk of others reading it. Any document you create using your private cipher can be read only by you or someone who has the proper decoding information. Other characters with ranks in the Decipher Script skill can attempt to decipher the code. The DC for such a decoding attempt is 10 + your total skill modifier at the time that you create the cipher. (In effect, you "take 10" on a skill check to create the cipher, and those attempting to decode it make a Decipher Script check opposed by your take 10 result.)

Encode or Decode Text: You can create a secret code that befuddles the reader. The DC is 20 for the simplest of messages, 25 for a standard text, and 30 or higher for extremely lengthy or complex writings. The DC for someone using the Decipher Script skill to decode the text is equal to your check result. Anyone with a key to your code can read the text normally, although a separate Decipher Script check may be necessary if the original text was confusing and esoteric in the first place. Failure to decode the text has the same effects as for other uses of the Decipher Script skill.

Decipher Magic Scrolls: You can use the Decipher Script skill to decipher a written spell (such as a scroll) without using read magic. The DC is 50 + 5 × the spell level of the written spell. Only one try is allowed per written spell per day.

Action: Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions). Creating a cipher takes a week of uninterrupted work. The first attempt to decipher a code system created by the Decipher Script skill requires a day of uninterrupted work, and subsequent retries each take a week's time. Deciphering the equivalent of a single page of coded script takes 1 hour.

Try Again: No. You can attempt to decipher a private cipher more than once, but you must spend a great deal of time on each retry attempt. Each attempt to decipher a code beyond your first attempt takes a week's worth of uninterrupted work. The first attempt to decipher a code system requires only one day's work.

Special: A character with the Diligent feat gets a +2 bonus on Decipher Script checks.

Synergy: If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks involving scrolls.

DIPLOMACY (CHA)

Use this skill to persuade the chamberlain to let you see the king, to negotiate peace between feuding barbarian tribes, or to convince the ogre mages that have captured you that they should ransom you back to your friends instead of twisting your limbs off one by one. Diplomacy includes etiquette, social grace, tact, subtlety, and a way with words. A skilled character knows the formal and informal rules of conduct, social expectations, proper forms of address, and so on. This skill represents the ability to give others the right impression of oneself, to negotiate effectively, and to influence others.

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.

Haggle: You can use the Diplomacy skill to bargain for goods or services, including those of a magical nature. When discussing the sale of an item or service, you can attempt to lower the asking price with a Diplomacy check made to influence NPC attitudes. If you manage to adjust the vendor's attitude to helpful (most vendors begin as indifferent), the vendor lowers the asking price by 10%. Add the vendor's Diplomacy check modifier to the DC needed to achieve the result. For example, to adjust the attitude of an indifferent vendor with a Diplomacy modifier of +3 to friendly, you must achieve a result of 33 or higher on your Diplomacy check (a base chance of 30, +3 for target's Diplomacy modifier). If you worsen the vendor's attitude, the vendor refuses to sell anything to you at this time. The DM is the final arbiter of any sale of goods and should discourage abuse of this option if it is slowing the game down too much.

Mediate: In order to mediate a disagreement, you must succeed in adjusting each group's attitude to friendly or better toward the other party in the negotiation. Make a Diplomacy check as normal for influencing NPC attitudes, but add the group leader's Diplomacy check modifier to the DC needed to achieve the result. For example, to adjust the attitude of an unfriendly group led by an individual with a Diplomacy modifier of +7 to friendly, you would need to roll a result of 32 or higher on your Diplomacy check (a base chance of 25, +7 for target's Diplomacy modifier). If your check result is less than 12 (a base chance of less than 5, +7 for target's Diplomacy modifier), the target's attitude worsens to hostile. The DC increases by 5 if the two parties are of different cultures or races.

Directing Crowds: It takes a DC 15 Diplomacy check or DC 20 Intimidate check to convince a crowd to move in a particular direction, and the crowd must be able to hear or see the character making the attempt. It takes a full-round action to make the Diplomacy check, but only a free action to make the Intimidate check.

If two or more characters are trying to direct a crowd in different directions, they make opposed Diplomacy or Intimidate checks to determine whom the crowd listens to. The crowd ignores everyone if none of the characters' check results beat the DCs given above.

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. Mediation is a long process and cannot often be rushed successfully. Each check requires a full day of game time. You can take a -10 penalty on the check if you wish to attempt a mediation in an hour instead of a day (such as staving off an impending battle).

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. During mediation, as long as both sides aren't hostile (that is, as long as at least one side remains unfriendly or better), you can retry a Diplomacy check made to mediate a disagreement. If both parties become hostile at any time after the first check is made, you can't retry the check.

Special: A half-elf has a +2 racial bonus on Diplomacy checks.

If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.

Synergy: If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.

If you have 5 or more ranks in Diplomacy, you gain a +2 bonus on rally 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 Fanatic
Hostile Less than 20 20 25 35 50 150
Unfriendly Less than 5 5 15 25 40 120
Indifferent Less than 1 1 15 30 90
Friendly Less than 1 1 20 60
Helpful Less than 1 1 50
Attitude Means Possible Actions
Hostile Will take risks to hurt you Attack, interfere, berate, flee
Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult
Indifferent Doesn't much care Socially expected interaction
Friendly Wishes you well Chat, advise, offer limited help, advocate
Helpful Will take risks to help you Protect, back up, heal, aid
Fanatic Will give life to serve you Fight to the death against overwhelming odds, throw self in front of onrushing dragon

Fanatic: In addition to the obvious effects, any NPC whose attitude is fanatic gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC whenever fighting for you or your cause. This attitude will remain for one day plus one day per point of your Charisma modifier, at which point the NPC's attitude will revert to its original attitude (or indifferent, if no attitude is specified).

Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or being detected by the Sense Motive skill. Since it is nonmagical, it can't be dispelled; however, any effect that suppresses or counters mind-affecting effects will affect it normally. A fanatic NPC's attitude can't be further adjusted by the use of skills.

DISABLE DEVICE (INT; TRAINED ONLY)

Use this skill to disarm a trap, jam a lock (in either the open or closed position), or rig a wagon wheel to fall off. You can examine a fairly simple or fairly small mechanical device and disable it. The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). Attempting a Disable Device check without a set of thieves' tools carries a -2 circumstance penalty, even if a simple tool is employed. The use of masterwork thieves' tools enables you to make the check with a +2 circumstance bonus.

Check: 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). You can try to sabotage a siege engine so that appears functional until it is first used, but doing so increases the DC by 5.

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, sabotage a normal siege engine
Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device, sabotage a magic siege engine
1 If you attempt to leave behind no trace of your tampering, add 5 to the DC.

Bypass Trap: You try to incorporate a bypass element enabling you to avoid a trap's effects if you encounter it again later. Doing this imposes a -10 penalty on your Disable Device check. If you succeed, you can not only bypass a trap without disarming it (just as if you had beat the trap's DC by 10 or more, see below) but also add a bypass element allowing you or your companions to avoid triggering the trap again later. For example, you could insert a wedge that blocks the gears of a mechanical trap, or pick out a narrow path between the pressure plates that trigger poison darts from the wall.

Quick Disable: You can try to disable a device more quickly than normal. To reduce the time required to disable any device, add the modifiers below to the DC. For example, a trap that normally requires a DC 20 check and 2d4 rounds to disarm could be disabled in 1 round with a successful DC 40 check.

Reduce to
DC Modifier
1 round
+20
Move-equivalent action
+50
Free action
+100

Action: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action. An intricate or complex device requires 1d4 or 2d4 rounds.

Try Again: Varies. You can retry if you have missed the check by 4 or less, though you must be aware that you have failed in order to try again.

Special: If you have the Nimble Fingers feat, you get a +2 bonus on Disable Device checks.

A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it (along with her companions) without disarming it.

Restriction: Rogues (and other characters with the trapfinding class feature) can disarm magic traps. A magic trap generally has a DC of 25 + the spell level of the magic used to create it.

The spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic traps against which Disable Device checks do not succeed. See the individual spell descriptions for details.

Other Ways to Beat a Trap

It's possible to ruin many traps without making a Disable Device check.

Ranged Attack Traps: Once a trap's location is known, the obvious way to ruin it is to smash the mechanism - assuming the mechanism can be accessed. Failing that, it's possible to plug up the holes from which the projectiles emerge. Doing this prevents the trap from firing unless its ammunition does enough damage to break through the plugs.

Melee Attack Traps: These devices can be thwarted by smashing the mechanism or blocking the weapons, as noted above. Alternatively, if a character studies the trap as it triggers, he might be able to time his dodges just right to avoid damage. A character who is doing nothing but studying a trap when it first goes off gains a +4 dodge bonus against its attacks if it is triggered again within the next minute.

Pits: Disabling a pit trap generally ruins only the trapdoor, making it an uncovered pit. Filling in the pit or building a makeshift bridge across it is an application of manual labor, not the Disable Device skill. Characters could neutralize any spikes at the bottom of a pit by attacking them - they break just as daggers do.

Magic Traps: Dispel magic helps here. Someone who succeeds on a caster level check against the level of the trap's creator suppresses the trap for 1d4 rounds. This works only with a targeted dispel magic, not the area version (see the spell description).

DISGUISE (CHA)

Use this skill to change your appearance or someone else's. The effort requires at least a few props, some makeup, and some time. The use of a disguise kit provides a +2 circumstance bonus to a Disguise check. A disguise can include an apparent change of height or weight of no more than one-tenth the original.

You can also use Disguise to impersonate people, either individuals or types. For example, you might, with little or no actual disguise, make yourself seem like a traveller even if you're a local.

Check: Your Disguise check result determines how good the disguise is, and it is opposed by others' Spot check results. If you don't draw any attention to yourself, others do not get to make Spot checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Spot checks.

You get only one Disguise check per use of the skill, even if several people are making Spot checks against it. The Disguise check is made secretly, so that you can't be sure how good the result is.

The effectiveness of your disguise depends in part on how much you're attempting to change your appearance.

Disguise Disguise Check Modifier
Minor details only +5
Disguised as different gender1 -2
Disguised as different race1 -2
Disguised as different age category1 -22
Change height and/or weight 11% to 25% -253
Change height and/or weight 26% to 50% -503
1 These modifiers are cumulative; use any that apply.
2 Per 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.
3 Can be negated by any effect that can duplicate a height
and/or weight change of this degree, such as the alter self spell.

If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.

Familiarity Viewer's Spot Check Bonus
Recognizes on sight +4
Friends or associates +6
Close friends +8
Intimate +10

Usually, an individual makes a Spot check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an average Spot modifier for the group.

Disguise an Object's Function: You can use this skill to temporarily change the appearance of an object, so that it is not immediately evident what function the object actually serves. This use of the skill requires time and some additional material to "dress up" the object.

Size of Object Time Required
Tiny or smaller 1d6×5 minutes
Small to Large 1d8×10 minutes
Huge or larger 1d10×20 minutes

The object's disguise can include an apparent change of height or weight of no more than one-tenth the original unless specially crafted accessories are utilized (possibly requiring a separate Craft check). Your Disguise check result is opposed by the Search checks of anyone looking at the item, or otherwise searching in the area in question.

Creating Fake Corpses: You can attempt to disguise yourself and others in order to appear to be dead bodies. You cannot use the Disguise skill in this manner while being observed, and you cannot move at all while so disguised. Your Disguise check is opposed by the Spot check of anyone who might see you.

Blending in with a group of other corpses is relatively easy. If the actual corpses in the immediate vicinity outnumber the disguised characters by at least three to one, you gain a +2 bonus on the Disguise check.

While this sort of disguise requires no special props, you generally need some splashes of blood (or similarly colored substance), grime, soot, and similar stains to pull off the disguise.

Action: Creating a disguise requires 1d3×10 minutes of work. A disguise made to appear as a corpse is a relatively quick exercise, requiring only 1d3 minutes of work.

Try Again: Yes. You may try to redo a failed disguise, but once others know that a disguise was attempted, they'll be more suspicious.

Special: Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). You must succeed on a Disguise check with a +10 bonus to duplicate the appearance of a specific individual using the veil spell. Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.

You must make a Disguise check when you cast a simulacrum spell to determine how good the likeness is.

If you have the Deceitful feat, you get a +2 bonus on Disguise checks.

Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Disguise checks when you know that you're being observed and you try to act in character.

ESCAPE ARTIST (DEX; ARMOR CHECK PENALTY)

Use this skill to slip out of bonds or manacles, wriggle through tight spaces, or escape the grip of a monster that grapples you.

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).

Extremely Tight Space: This is the DC for getting through a space when one's head shouldn't even be able to fit; this can be as small as 2 inches square for Medium-size creatures. Halve this limit for each size category less than Medium-size; double it for each size category greater than Medium-size. If the space is long, such as in a chimney or inside a creature's intestines, multiple checks may be called for.

Pass through Wall of Force: This allows you to find a gap of weakness in a wall of force (or similar force effect) and squeeze through it.

Restraint Escape Artist DC
Ropes Binder's Use Rope check + 10
Net, animate rope spell, command plants spell,
control plants spell, or entangle spell
20
Snare spell 23
Manacles 30
Tight space 30
Masterwork manacles 35
Grappler Grappler's grapple check result
Extremely tight space 80
Pass through wall of force 120

Quick Escape: Making a quick Escape Artist check increases the required DC by 10. Escaping from rope bindings, manacles, or other restraints (except a grappler) takes only 5 rounds of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell with the quick escape option is a standard action. Escaping from a grapple or pin with the quick escape option is a move action. Squeezing through a tight space takes half the time that it normally would (DM's discretion, at least 5 rounds).

Action: Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.

Try Again: Varies. You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you're not being actively opposed.

Special: If you have the Agile feat, you get a +2 bonus on Escape Artist checks.

Synergy: If you have 5 or more ranks in Escape Artist, you get a +2 bonus on Use Rope checks to bind someone.

If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.

FORGERY (INT)

Use this skill to fake a written order from the duchess instructing a jailer to release prisoners, to create an authentic-looking treasure map, or to detect forgeries that others try to pass off.

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
Document was forged without having seen
a similar document or having a sample of the
handwriting to be copied
+50

A document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the document can increase that character's suspicion (and thus create favorable circumstances for the checker's opposing Forgery check).

Action: Forging a very short and simple document takes about 1 minute. A longer or more complex document takes 1d4 minutes per page.

Try Again: Usually, no. A retry is never possible after a particular reader detects a particular forgery. But the document created by the forger might still fool someone else. The result of a Forgery check for a particular document must be used for every instance of a different reader examining the document. No reader can attempt to detect a particular forgery more than once; if that one opposed check goes in favor of the forger, then the reader can't try using his own skill again, even if he's suspicious about the document.

Special: If you have the Deceitful feat, you get a +2 bonus on Forgery checks.

Synergy: At the DM's discretion, you can forge documents that grant a +2 circumstance bonus on a specific Bluff, Diplomacy, or Intimidate check. These false credentials become, in effect, the perfect tool for the job and provide a bonus much like the bonuses provided to other skills by masterwork tools. Unlike other bonuses, these apply only when you present the documents and the creature you are interacting with does not detect the forgery. If you present forged documents and they are detected as a forgery, the check you were attempting to use the documents for automatically fails. The DM is also free to rule that there are other repercussions in such situations.

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)

Use this skill for making contacts in an area, finding out local gossip, rumormongering, and collecting general information.

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.

If a mass battle is to be fought in or near an inhabited area, a DC 20 Gather Information check provides a strategic advantage to your force (see Strategic Advantages).

Learn Organization Structure: You can learn a broad overview of the command structure of an organization: who the officers or leaders are; how many layers of command exist between the highest-level officers and the average foot soldier (or entry-level operative); how to identify ranks within the organization; and what kind of authority the various members have. Discovering the names of specific members of the organization adds 10 to the DC of the Gather Information check, and knowing their location adds another 5.

The more secretive the organization, the more difficult this information is to obtain. Publicly recognized organizations are much easier to learn about than organizations that don't officially exist. You can only obtain this information if someone in the community actually knows it. At the DM's discretion, members of the local community may be completely ignorant of an organization operating in their area. For example, if a bandit crew is using the remote and long-abandoned monastery dozens of miles away, and no one outside the organization knows they are there, the average citizen can't provide any information about their command structure.

The table below shows the various DCs and examples of what sorts of groups they represent.

Organization DC Examples
Public 10 Local government, local guild
Private 15 Private club, military
Exclusive 20 Invitation-only club, local criminals
Secretive 25 Espionage group, criminal cartel
Unknown 30 Shadow government, underground cult

Avoid Suspicion: By accepting a -20 penalty on his or her Gather Information check, you can avoid any suspicions that might otherwise be aroused by someone pursuing sensitive information.

Action: A typical Gather Information check takes 1d4+1 hours.

Try Again: Yes, but it takes time for each check. Furthermore, you may draw attention to yourself if you repeatedly pursue a certain type of information.

Special: A half-elf has a +2 racial bonus on Gather Information checks.

If you have the Investigator feat, you get a +2 bonus on Gather Information checks.

If you have the Urban Tracking feat, you can use Gather Information to track down the location of missing persons or wanted individuals within communities.

Synergy: If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.

HANDLE ANIMAL (CHA; TRAINED ONLY)

Use this skill to drive a team of horses pulling a wagon over rough terrain, to teach a dog to guard, or to teach a tyrannosaur to "speak" on your command.

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
1 See the specific trick or purpose below.

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 (such as a snake or a shark) can learn a maximum of three tricks, while an animal with an Intelligence score of 2 (such as a dog or a horse) can learn a maximum of six tricks (see the Extra Tricks feat to increase these limits). Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.

Ambush (DC 20): The animal hides, using the Hide skill to the best of its ability. It then stays hidden and attacks the first foe to come close enough for the animal to attack after a single move. The animal must know the attack trick to learn this trick, and it will attack only those kinds of creatures it has been trained to attack and that it recognizes as foes. The animal will not attack creatures that are familiar to it (such as members of its owner's party) or harmless creatures that it would not otherwise attack (such as birds or squirrels). You can specify a kind of creature to attack each time you command an animal to perform the ambush trick. Doing this requires a DC 20 Handle Animal check, and you must convey your desire to the animal somehow. If the animal has the scent ability, you can supply the animal with the scent (for example, from a piece of discarded clothing or equipment). You also can show the animal the kind of creature you want ambushed (by pointing to the creature in the distance or showing the animal a captive creature). A speak with animals spell can be handy for designating a kind of creature to ambush. You can specify a location for the ambush instead of the kind of creature. Doing this also requires a DC 20 Handle Animal check. The place you designate must be a place the animal can reach by taking a single move action, and the animal must be able to see it when you give the ambush command.

Assist Attack (DC 20): The animal aids your attack or that of another creature as a standard action. You must designate both the recipient of the aid and a specific opponent when commanding the animal to perform the task. The animal uses the aid another combat action, attempting to grant a bonus on the recipient's next attack roll against the designated opponent. It also flanks the designated opponent, if it can do so without provoking attacks of opportunity. An animal must know the attack trick before it can learn this trick.

Assist Defend (DC 20): The animal aids your defense or that of another creature as a standard action. You must designate both the recipient of the aid and a specific opponent when commanding the animal to perform the task. The animal uses the aid another combat action, attempting to grant a bonus on the recipient's AC against the designated opponent's next attack. An animal must know the defend trick before it can learn this trick.

Assist Track (DC 20): The animal aids your attempt to track. The animal must be present as you attempt a Survival check to track another creature; if the animal succeeds on a DC 10 Survival check, you gain a +2 circumstance bonus on your Survival check made to track. An animal must have the scent ability and know the track trick before it can learn this trick.

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.

Bestow Venom (DC 15): By succeeding on a DC 15 Handle Animal check to handle an animal or vermin that has a poison special attack, you can compel the creature to give up some of its venom. The creature deposits its poison into a container you indicate, providing a single dose. A Handle Animal check to extract venom takes 1 minute. You can then attempt a DC 15 Craft (poisonmaking) check to refine this venom into a poison you can use.

Bull Rush (DC 20): The animal attempts to bull rush a designated creature. The animal must know the attack trick to learn this trick, and it will bull rush only those kinds of creatures it has been trained to attack. This trick otherwise works just like the attack trick.

Come (DC 15): The animal comes to you, even if it normally would not do so. An animal that knows this trick will move through a tight space if commanded to 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.

Disarm (DC 20): The animal attempts to disarm a designated creature. The animal must know the attack trick to learn this trick, and it will disarm only those kinds of creatures it has been trained to attack. You designate some item the subject holds or carries, and the animal will try to seize that item. If given no other instructions, the animal attempts to make the subject drop any weapon it holds. If the animal uses a bite attack (or some other natural weapon that allows it to grasp an object), it winds up holding the target item in its mouth (or grasp) after a successful disarm.

Dive (DC 15): The animal dives into water as you direct, possibly from heights far above what it would normally attempt. The animal can also swim underwater even if it normally would not do so.

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. An animal that knows this trick will move through a tight space if commanded to do so.

Hold (DC 20): The animal initiates a grapple attack and attempts to hold a designated enemy in its arms, claws, or teeth. An animal with the improved grab ability uses that ability in the attempt; otherwise, the attack provokes attacks of opportunity. An animal must know the attack trick before it can learn this trick.

Home (DC 20): The animal returns to the location where it was trained to perform this trick, traveling overland as required.

Hunt (DC 15): The animal attempts to hunt and forage for food for you using its Survival skill. See the Survival skill for details on how to use Survival to hunt and forage for food. While any animal automatically knows how to hunt and forage for its own needs, this trick causes it to return with food rather than simply eating its fill of what it finds.

Jump (DC 15): The animal performs a jump as you direct - either a long jump or a high jump. Swimming animals perform these jumps in water, while landbound animals perform these jumps on land.

Mark (DC 20): The animal moves toward a creature you designate and endeavors to stay near the creature no matter what it does or how it moves. The animal generally stays within 10 feet of the creature but keeps out of its reach. While performing this trick, the creature makes noise to help mark the foe's location. If the animal also knows the seek trick, you can designate an area or direction for the animal to seek out foes that are attacking you. To identify a foe, the animal must see the creature attack you or use a spell or other magical effect with a visible manifestation in your direction. Otherwise the animal marks the first creature it encounters.

Overrun (DC 20): The animal attempts to overrun a designated creature, provided the animal is big enough to do so. If the animal has the trample special ability, it uses that ability against the creature if the animal is big enough to do so.

Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.

Scent Fighting (DC 20): The animal is trained to help its rider or handler fight against a creature that it cannot see. Each round, the creature takes a move action to locate the direction of a scent and then travels in that direction, stopping when it is within 5 feet of the source of the scent (or at the limit of its movement) and indicating the location of the origin of the scent. An animal must have the scent ability to learn this trick.

Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate. An animal with the scent ability uses that ability when it seeks

Special Movement (DC 20): The animal will use one specific special movement mode it does not normally possess if a spell or other effect grants it that movement mode: flying, burrowing, climbing, or swimming. An animal trained to fly will also air walk.

Stalk (DC 20): The animal follows a designated target, doing its best to remain undetected, until the target is wounded or resting, and then attacks. An animal must know the attack trick before it can learn this trick.

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.

Steal (DC 20): The animal grabs an object in the possession of a target creature, wrests it away, and brings it to you. If multiple objects are available, the animal attempts to steal a random one. An animal must know the fetch trick before it can learn this trick.

Subdue (DC 20): The animal attacks a designated target creature to deal nonlethal damage, taking a -4 penalty on its attack roll. The animal stops its attack when the target creature lapses into unconsciousness. An animal must know the attack trick before it can learn this trick.

Swim (DC 15): The animal enters water and swims as you direct or in the pursuit of accomplishing another trick. Most animals don't need to be taught the swim trick; this is only used for teaching an animal to swim that otherwise would not be inclined to do so.

Teamwork (DC 20): Teaching an animal the teamwork trick is made as part of teamwork training (see Teamwork Benefits). This trick allows the animal to be part of a team and thus benefit from any teamwork benefits enjoyed by the team. The animal must still meet any team member prerequisites required to gain the benefit.

Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Warn (DC 20): The animal reacts to new creatures coming near, even without any command being given, regardless of whether the animal sees the newcomer, or hears it, or detects the creature with scent. The exact warning sound given (hiss, growl, squawk, bark) varies depending on animal type and the training; this sound is chosen at the time of training and cannot be changed. If the newcomer does not stop after this warning, the animal attacks. As part of the training, the animal can be trained to ignore specific creatures (such as the trainer's allies). An animal must know the guard trick before it can learn this trick.

Web (DC 15): On command, a web-spinning vermin shoots a web at the closest hostile creature.

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.

Advanced Fighting (DC 20): An animal trained for advanced fighting knows the tricks assist attack, attack, down, hold, stay, and subdue. Training an animal for advanced fighting takes five weeks. You can also "upgrade" an animal trained for fighting to one trained for advanced fighting by spending two 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.

Aquatic Rescue (DC 20): An animal trained for aquatic rescue knows the following tricks: come, defend, dive, fetch, seek, and work. Strong swimmers such as porpoises can be trained to aid humanoids in water.

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.

Defensive Guarding (DC 20): An animal trained for defensive guarding knows the tricks defend, down, guard, hold, subdue, and warn. Training an animal for defensive guarding takes six weeks. You can also "upgrade" an animal trained for guarding to one trained for defensive guarding 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.

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.

Fishing (DC 20): An animal trained for fishing knows the following tricks: attack, come, dive, down, fetch, and seek. Diving birds such as cormorants are excellent fishers and are trained to fish on command in some lands.

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.

Helpmate (DC 20): An animal helpmate serves you or a creature you designate, acting as a companion, guard, and assistant. It knows the tricks come, down, fetch, guard, heel, and stay. Training an animal to be a helpmate takes six weeks.

Herding (DC 20): The animal knows how to drive groups of other animals from place to place and how to keep individuals from wandering away from the herd. It knows the tricks come, down, guard, heel, mark, and seek. Training a herding animal takes six 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.

Messenger (DC 15): An animal trained as a messenger knows the following tricks: come, fetch, seek, and track. Animal messengers can be fitted with small canisters or harnesses to carry short written messages.

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.

Rescue (DC 15): The animal knows how to find and retrieve hurt or incapacitated creatures. It knows the tricks fetch, mark, seek, track, and work. Training a rescue animal 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.

Thievery (DC 20): An animal trained for thievery knows the tricks fetch, heel, home, seek, steal, and work. Training an animal for thievery takes six weeks.

Underground Fighting (DC 20): An animal trained to engage in combat underground, where scent is typically as important as vision in a fight, knows the tricks attack, defend, down, scent fighting, seek, and heel. Training an animal for underground fighting takes six 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.

Calm an Animal: Many normal and even war-trained mounts do not do well in unusual environments. The hold of a storm-tossed warship is no place for a horse, and underground environments make a goliath's dire eagle mount nervous and uncomfortable.

At the DM's option, mounts in unusual environments must make Will saving throws or be overcome with fear. The DC of the saving throw is 10 in an unusual environment, 15 in a disturbing environment, and 20 or more in an obviously dangerous or startling environment. Failing the saving throw by 9 or less leaves a mount shaken. Failing the saving throw by 10 or more causes a mount to cower. A mount can retry this saving throw every hour.

A skilled animal handler can substitute his Handle Animal check result for the mount's Will save. Similarly, a skilled rider can substitute his Ride check result for the mount's Will save. In both cases, the mount uses the handler's skill check result or its saving throw result, whichever is higher.

Reduce Teaching/Training Time: Normally, teaching a trick to a creature or training it for a purpose requires one to several weeks of time. You can accelerate the process of teaching or training a creature, reducing the time required to the listed time, by adding the DC modifier to the base DC for teaching or training the creature. You can't reduce the required time to less than 1 minute.

Reduce Teaching/Training to... DC Modifier
1 week
+25
1 day
+50
1 hour
+75
1 minute
+100

Action: Varies. Handling an animal is a move action, while pushing an animal is a full-round action. (A druid or ranger can handle her animal companion as a free action or push it as a move action.) For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.

Try Again: Yes, except for rearing an animal.

Special: You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion. In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach.

If you have the Animal Affinity feat, you get a +2 bonus on Handle Animal checks.

If you have the Vermin Trainer feat, you can handle and train mindless vermin with the Handle Animal skill.

Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks and wild empathy checks.

Untrained: If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can't teach, rear, or train animals. A druid or ranger with no ranks in Handle Animal can use a Charisma check to handle and push her animal companion, but she can't teach, rear, or train other nondomestic animals.

HEAL (WIS)

Use this skill to keep a badly wounded friend from dying, to help others recover faster from wounds, to keep your friend from succumbing to a wyvern's sting, or to treat disease.

Check: The DC and effect depend on the task you attempt.

Task Heal DC
First aid 15
Long-term care 15
Treat wound from caltrop, spike growth, or spike stones 15
Treat poison Poison's save DC
Treat disease Disease's save DC
Makeshift Bandage 12
Extended Aid 20
Quicken recovery 50
Perfect recovery 100

First Aid: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him or her stable. A stable character regains no hit points but stops losing them.

Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

Treat Wound from Caltrop, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful Heal check removes this movement penalty.

A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding on a Heal check against the spell's save DC.

Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher.

Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher.

Makeshift Bandage: You can apply a makeshift bandage to a fallen creature. If you are successful, the target automatically stabilizes 2 rounds later unless he stabilizes normally, receives magical healing, or sustains a new injury before that time. If you fail the check by 5 or more, the target loses 1 hit point instead. You must declare whether you are using the Heal skill to attempt a makeshift bandage or to perform first aid prior to making your roll.

Extended Aid: You can help an unconscious creature return to consciousness more quickly. If the check succeeds, the unconscious creature in your care wakes in 1 hour.

Quicken Recovery: You can allow a character to regain hit points in a single hour as if you had provided long-term care for a full day (2 or 4 hit points per level, based on activity). You can quicken the recovery of up to six patients at a time. No character's recovery can be quickened more than once per day (even by different healers).

Perfect Recovery: You can allow a character to regain hit points in a single hour as if you had provided long-term care for a full week (2 or 4 hit points per level per day, based on activity). You can use perfect recovery on up to six patients at a time. No character's recovery can be perfected more than once per day, nor can perfect recovery and quicken recovery both be used on the same patient in the same day (even by different healers).

Determine Cause of Death: You can use the Heal skill to determine what killed a dead creature. The difficulty of this task depends on the nature of the death itself, as shown on the table below.

Cause of Death DC
Physical wounds 0
Environmental (fire, suffocation, etc.) 5
Spell with visible effects 10
Poison 15
Spell with no visible effects 20

Each day that passes between the time of the creature's death and the time the examination is made increases the DC of the Heal check to determine the cause of death by 5.

Action: Providing first aid, treating a wound, treating poison, or applying a makeshift bandage is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Providing long-term care requires 8 hours of light activity. Performing extended aid, quicken recovery, or perfect recovery requires 1 hour of light activity. Making a Heal check to determine the cause of a creature's death takes 10 minutes.

Try Again: Varies. Generally speaking, you can't try a Heal check again without proof of the original check's failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive. Likewise, you can always retry a check to determine the cause of a creature's death, assuming the target of the previous attempt is still dead.

Special: A character with the Self-Sufficient feat gets a +2 bonus on Heal checks.

A healer's kit gives you a +2 circumstance bonus on Heal checks.

HIDE (DEX; ARMOR CHECK PENALTY)

Use this skill to sink back into the shadows and proceed unseen, to approach a wizard's tower under cover of brush, or to tail someone through a busy street without being noticed.

Check: Your Hide check is opposed by the Spot check of anyone who might see you. You can move up to one-half your normal speed and hide at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a -5 penalty. It's practically impossible (-20 penalty) to hide while attacking, running or charging.

A creature larger or smaller than Medium takes a size bonus or penalty on Hide checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large -4, Huge -8, Gargantuan -12, Colossal -16.

You need cover or concealment in order to attempt a Hide check. Total cover or total concealment usually (but not always; see Special, below) obviates the need for a Hide check, since nothing can see you anyway.

If people are observing you, even casually, you can't hide. You can run around a corner or behind cover so that you're out of sight and then hide, but the others then know at least where you went. If your observers are momentarily distracted (such as by a Bluff check; see below), though, you can attempt to hide. While the others turn their attention from you, you can attempt a Hide check if you can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot per rank you have in Hide.) This check, however, is made at a -10 penalty because you have to move fast.

Sniping: If you've already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Hide check to conceal yourself after the shot.

Creating a Diversion to Hide: You can use Bluff to help you hide. A successful Bluff check can give you the momentary diversion you need to attempt a Hide check while people are aware of you.

Blend into a Crowd: You can use the Hide skill to blend into a crowd, but doing so conceals you only from someone scanning the area to find you. You remain visible to everyone around you, and if they happen to be hostile they're likely to point you out.

Move between Cover: If you're already hiding (thanks to cover or concealment) and you have at least 5 ranks in Hide, you can make a Hide check (with a penalty) to try to move across an area that does not offer cover or concealment without revealing yourself. For every 5 ranks in Hide you possess, you can move up to 5 feet between one hiding place and another. For every 5 feet of open space you must cross between hiding places, you take a -5 penalty on your Hide check. If you move at more than one-half your speed, you also take the normal penalty on Hide checks when moving quickly (-10 for moving faster than normal speed, or -5 for moving between half speed and normal speed).

You can also use this option to sneak up on someone from a hiding place. For every 5 feet of open space between you and the target, you take a -5 penalty on your Hide check. If your Hide check succeeds, your target doesn't notice you until you attack or make some other attention-grabbing action. Such a target is treated as being flat-footed with respect to you.

For example, Lidda the 2nd-level rogue could attempt to dash across a 5-foot-wide doorway without revealing her presence to the orcs inside. Even though the open doorway provides no cover or concealment, she can attempt a Hide check as normal, opposed by the orcs' Spot checks. She takes a -5 penalty on her check because of the distance involved. If she moved at more than half her speed, she would take an additional -5 or -10 penalty on the check depending on how fast she moved (see above).

Tail Someone: You can try to follow someone while remaining unseen. If you stay at least 60 feet away from your quarry, you must succeed on a Hide check (opposed by your quarry's Spot check) once every 10 minutes. At a distance of less than 60 feet, you must make a Hide check each round. Extraordinary actions on your part (such as spellcasting or attacking) may disrupt this attempt even if you do not fail a check.

Tailing someone still requires cover or concealment, as normal for attempting a Hide check. A moderately crowded street provides sufficient cover and concealment to accomplish this goal. Alternatively, you can duck between areas of cover or concealment, as described in Move between Cover (see above).

Even if you fail a Hide check while tailing someone or you are spotted while moving too great a distance between hiding places, you can attempt a Bluff check opposed by your quarry's Sense Motive check to look innocuous. Success means your quarry sees you but doesn't realize you're tailing him; failure alerts him that you're actually following. A modifier may apply to the Sense Motive check, depending on how suspicious your quarry is. The table below provides Sense Motive modifiers for particular situations.

Your Quarry... DC Modifier
Is sure nobody is following -5
Has no reason to suspect anybody is following +0
Is worried about being followed +10
Is worried about being followed and knows you're an enemy +20

Hide Another: By accepting a -30 penalty on your Hide check, you can hide another adjacent creature whose size is no more than one category larger than your own. Modifiers to the check for the size of the creature still apply, as do all other penalties, including those for moving faster than half speed. Likewise, you can only hide another creature when it is not under direct observation by a third party. The creature you hide remains hidden until it is spotted or it takes some other action that breaks its concealment, as normal.

Action: Usually none. Normally, you make a Hide check as part of movement, so it doesn't take a separate action. However, hiding immediately after a ranged attack (see Sniping, above) is a move action.

Special: If you are invisible, you gain a +40 bonus on Hide checks if you are immobile, or a +20 bonus on Hide checks if you're moving.

If you have the Stealthy feat, you get a +2 bonus on Hide checks.

A 13th-level ranger can attempt a Hide check in any sort of natural terrain, even if it doesn't grant cover or concealment. A 17th-level ranger can do this even while being observed.

A camouflage netting allows a character to attempt a Hide check in a particular kind of terrain without having either cover or concealment, as long as the character remains stationary. It also allows characters to hide objects.

INTIMIDATE (CHA)

Use this skill to get a bully to back down, to frighten an opponent, or to make a prisoner give you the information you want. Intimidation includes verbal threats and body language.

Check: You can change another's behavior with a successful check. Your Intimidate check is opposed by the target's modified level check (1d20 + character level or Hit Dice + target's Wisdom bonus [if any] + target's modifiers on saves against fear). If you beat your target's check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward. After this time, the target's default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).

If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.

Demoralize Opponent: You can also use Intimidate to weaken an opponent's resolve in combat. To do so, make an Intimidate check opposed by the target's modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.

Duel of Wills: You can confront a potential enemy in the moments before a fight breaks out and attempt to crush his will, while he does the same to you.

Immediately before initiative is rolled for either side, you can instigate a duel of wills by selecting a single enemy you are aware of within 30 feet. Only characters with Intelligence scores of 3 or higher can engage in a duel of wills, and the participants must be able to see one another. You can't attempt to instigate more than one duel of wills per encounter.

When you instigate the duel (usually by fixing a cold, steely stare on your opponent), your adversary can respond in one of three ways.

Submit: The opponent takes a -2 penalty on its initiative check and a -1 penalty on attack rolls against you on the first round of combat.

Ignore the Challenge: If your opponent ignores your challenge to engage in a contest of wills, make a DC 15 Intimidate check. If you succeed, you gain a +1 morale bonus on attack rolls against that opponent for 1 round.

Participate: Both you and your chosen foe must make an Intimidate check. The character with the higher result gains a +1 morale bonus on attack rolls and damage rolls against the loser, and the loser takes a -1 penalty on attack rolls and damage rolls against the winner. If the result is a tie, neither character gains any benefit. These bonuses and penalties last for the duration of the encounter.

Directing Crowds: See the Diplomacy skill for detail.

Action: Varies. Changing another's behavior requires 1 minute of interaction. Intimidating an opponent in combat is a standard action. Instigating a duel of wills requires no action and occurs before initiative is rolled.

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. You can only instigate a second duel of wills with the same target after 24 hours have passed.

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.

If you have the Unnerving Calm feat, you can use your Concentration skill in place of your Intimidate skill when engaging in a duel of wills.

When using Intimidate against a lower-ranking character (that is, against a character whose commander rating is lower than yours), you can add the difference in commander ratings to your Intimidate check.

Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.

If you have 5 or more ranks in Intimidate, you gain a +2 bonus on rally checks.

JUMP (STR; ARMOR CHECK PENALTY)

Use this skill to leap over pits, vault low fences, or reach a tree's lowest branches.

Check: The DC and the distance you can cover vary according to the type of jump you are attempting (see below).

Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.

All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.

Distance moved by jumping is counted against your normal maximum movement in a round.

If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more.

Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet).

If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don't clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.

Long Jump Distance Jump DC1
5 feet 5
10 feet 10
15 feet 15
20 feet 20
25 feet 25
30 feet 30
1 Requires a 20-foot running start. Without a running start, double the DC.

High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.

If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.

High Jump Distance1 Jump DC2
1 foot 4
2 feet 8
3 feet 12
4 feet 16
5 feet 20
6 feet 24
7 feet 28
8 feet 32
1 Not including vertical reach; see below.
2 Requires a 20-foot running start. Without a running start, double the DC.

Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.) Quadrupedal creatures don't have the same vertical reach as a bipedal creature; treat them as being one size category smaller.

Creature Size Vertical Reach
Colossal 128 ft.
Gargantuan 64 ft.
Huge 32 ft.
Large 16 ft.
Medium 8 ft.
Small 4 ft.
Tiny 2 ft.
Diminutive 1 ft.
Fine 1/2 ft.

Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.

Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.

If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.

Swimming Jump: Fast swimmers can hurl themselves entirely out of the water in order to leap over a horizontal barrier such as a net, dock, or jetty; to reach a target high over the water; or (in the case of creatures that can both swim and fly) to launch themselves into the air. Creatures with swim speeds use their swim speed to determine their Jump skill modifier for jumps made in water, gaining a +4 bonus for every 10 feet by which their swim speed exceeds 30 feet. If their swim speed is less than 30 feet, they take a -6 penalty for each 10 feet by which it falls short of 30 feet. For example, a creature with a swim speed of 50 feet has a +8 bonus on Jump checks made from water. Creatures without swim speeds generally can't make jumps out of water.

Long Jump: Crossing a horizontal distance in the air requires a long jump, just as described above.

High Jump: A swimming high jump works much like the high jump described above, except that there is a -10 penalty for executing this jump in water. The height you reach measures the distance you get between the water and your feet (or tail, as the case may be). If you achieve a negative result, you don't actually get completely out of the water. For example, if your result is a -4, your jump distance is -1 foot - which means that all your body except for the last foot of your body length gets out of the water, at least for a moment.

Launch into Air: With a successful high jump that gets you entirely clear of the water (a result of 0 feet or better), you can begin flying at an elevation of 5 feet (presuming you have a fly speed).

Action: None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.

Special: Effects that increase your movement also increase your jumping distance, since your check is modified by your speed.

If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start.

A halfling has a +2 racial bonus on Jump checks because halflings are agile and athletic.

If you have the Acrobatic feat, you get a +2 bonus on Jump checks.

Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks.

If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.

KNOWLEDGE (INT; TRAINED ONLY)

Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.

Below are listed typical fields of study.

  • Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts, Incarnum)
  • 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)
  • Psionics (ancient mysteries, psionic traditions, psionic monsters, psychic symbols, cryptic phrases, astral constructs, psionic races)
  • 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, Incarnum)

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.

The following aspects of the Knowledge skill may also prove useful.

Arcana: The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding magic items. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.

Architecture and Engineering: If you have a good vantage point to view an enemy stronghold, a DC 20 Knowledge (architecture and engineering) check reveals a weak aspect of the defense. For every 5 points by which your check results exceeds the DC, the DM can give you another strategy tip for assaulting the fortress. If you have an accurate map of the stronghold, you gain a +5 circumstance bonus on the check.

This skill also encompasses the science of naval architecture, ship design, and construction techniques for large vessels. To some extent it overlaps Craft (boatbuilding), but boatbuilding is the skill used to build small craft - vessels of size Huge or smaller. Building ships of Gargantuan or Colossal size requires a shipwright, not a boatbuilder, and Knowledge (architecture and engineering) is the signature skill of a shipwright.

Large vessels exceed any normal application of the Craft skill, since they represent the collaboration of dozens or even hundreds of specialists, none of whom possess all the skills necessary to build a ship alone (unlike the boatbuilder, who must know at least a little bit about many related skills such as ropemaking, sailmaking, carpentry, and even ironwork). Instead of having each specialist make separate Craft checks to fabricate individual components of a ship, the chief shipwright simply makes Knowledge (architecture and engineering) skill checks to successfully design and oversee the building of a large vessel.

The DC of your shipbuilding check varies with the ship you're trying to build and the craftsmen and materials you have on hand. The materials required to build a ship are equal to half the ship's indicated price; in addition, you must pay the shipyard workers an amount equal to one-quarter of the ship's indicated price.

Ship DC Yard Size Build Time Price
Longship 10 Small 2 months 10,000 gp
Knorr 10 Small 3 months 6,000 gp
Cog 12 Small 3 months 6,000 gp
Junk 12 Small 3 months 15,000 gp
Caravel 15 Small 3 months 10,000 gp
Dhow 15 Small 3 months 7,000 gp
Galley 15 Medium 4 months 30,000 gp
Trireme 18 Medium 8 months 12,000 gp
Dromond 20 Medium 6 months 25,000 gp
Elven wingship 22 Medium 8 months 40,000 gp
Greatship 22 Large 15 months 60,000 gp
Ironclad 15 Large 18 months 50,000 gp
Theurgeme 25 Medium 8 months 80,000 gp
Condition Check Modifier
Poor work force -2
Terrible work force -5
Poor materials -5
Rush job -5 per month
Minor magical assistance +5
Major magical assistance +10

DC: The DC of the Knowledge (architecture and engineering) check to oversee the successful construction of the ship in the normal build time. You can take 10 on this check. You need not be present every day, but you must spend at least one full work day out of every four to oversee the shipbuilding process.

Yard Size: The size of the shipyard necessary to build the ship. You are assumed to have a sufficient labor force of skilled craftsmen dedicated to working on the ship. If the workforce is shorthanded or lacking in skill, take a -2 on your check. If the workforce is extremely shorthanded or completely unskilled, take a -5 penalty on your check. If you have to build your ship from substandard materials, take a -5 penalty on your check.

Build Time: The amount of time it takes to complete your ship. If you choose to take 20 with your skill check, double the build time. If you're trying to complete the vessel as a rush job, take a -5 penalty on your shipbuilding check per month you attempt to cut off the normal build time (no vessel can be reduced to less than one-third the normal time).

Magical Assistance: Use of the proper spells or monsters with especially useful characteristics (for example, a giant) adds a significant bonus on your shipbuilding check. The spellcaster or monster helping you must be on hand at least half the time to give you the bonus. In general, spellcasters must have access to spells of 4th level or better (or a monster must be CR 7 or higher) to count as major magical assistance.

Make a Knowledge (architecture and engineering) check at the end of the specified build time (or sooner, if you're rushing). On a successful check, the ship is ready in the appropriate time. If you miss your check by 5 or less, you fail to complete the vessel on the anticipated schedule. Add one month to the construction time, and check again at the end of the month; if you fail by 5 or less again, you have hit another delay. If you miss your check by 10 or more, the ship is poorly built, and its inherent modifier to Profession (sailor) checks is 5 points worse than the norm for a ship of that type. Fixing a poorly made ship requires rebuilding it, but the build time is reduced by half. If you fail your shipbuilding check to rebuild a poorly made ship, you can't fix it; it will always be poorly made.

Geography: The absolutely crucial tasks of navigation and piloting fall under the description of Knowledge (geography). While Profession (sailor) covers the maneuvering and handling of a ship, the science of navigation requires a distinctly different set of training - mathematics, geometry, optics, and astronomy, among other fields.

Navigation revolves around two basic tasks: course setting and piloting.

Course Setting: When you set out on a voyage, you need to know how to get where you're going. The difficulty of setting an accurate course depends on the quality of information you have about where you're going. The DM makes this check for you, since you don't know for certain if you have planned an accurate course. You make a course setting check when you begin a voyage, and anytime you realize that you have gotten lost and need to determine a new course to follow to reach your destination.

If you fail your course setting check by 5 or less, you arrive in the vicinity of your destination; for close voyages, you miss by 5d10 miles; for voyages to distant points, you miss by 5d100 miles. If you fail your course setting check by more than 5, you are wildly off course. On a close voyage, you miss by 10d10 miles; on a long voyage, you miss by 10d100 miles.

Destination DC
Close and very familiar 5
Distant and very familiar 10
Close and studied carefully 10
Distant and studied carefully 15
Close and seen once 20
Distant and seen once 25
Close but uncertain 25
Distant and uncertain 30
Mythical or legendary 35
Start Point DC Modifier
Start point well known +0
Start point uncertain +5
Start point only guessed at +10
Start point completely unknown +20
Chart DC Modifier
Excellent chart +2
Poor chart -2
Extremely poor chart -5
False chart -10

Piloting: Piloting is the art of not getting lost and determining where you are in relation to your intended course, so that you can make corrections as necessary. Piloting actually involves a variety of related techniques: celestial navigation, dead reckoning, and true piloting - using landmarks on shore to establish your position. Each day of your voyage, you make a piloting check to establish your position and make the routine corrections necessary to hold to your intended course. The DC of this check depends on the methods available to you; on open ocean with cloudy skies, you have no landmarks and no celestial bodies to observe.

Failing your piloting check once is not a problem; you simply failed to establish your location for the day. You can go back to your previous day's established position and estimate your current position given the course and speed you think you've followed since. You do not become lost until you fail your piloting check on three consecutive days. Being lost at sea is much like being lost on land; see the effects of being lost.

Condition DC
Very familiar coast in sight 5
Coast studied carefully in sight 8
Coast seen once in sight 13
Unknown coast in sight 15
Open ocean, clear weather 17
Open ocean, poor visibility 25
Open ocean, stormy weather 30
Open ocean, gale or hurricane 40
Previous Missed Checks DC Modifier
One previous missed check +2
Two previous missed checks +5

History: With a successful DC 15 Knowledge (history) check, you know the basics of how a particular army organizes itself. For example, a successful check reveals that bugbears include a shaman in every 20-soldier platoon, or that elf generals often ride with the cavalry.

If you're standing on or near a historic battlefield, you can recall the details of the battle fought there with a DC 20 Knowledge (history) check. You know, for example, that the dwarves of the Brass Hills defeated the orc hordes by starting an avalanche on the hills to your left, and that most of the surviving orcs retreated into the lava tubes somewhere ahead.

In a military campaign, a character with Knowledge (history) will be well versed in military history and know something of military tactics used in past wars. A DC 20 Knowledge check enables you to provide a strategic advantage to your side in a battle (see Strategic Advantages). Use the guidelines in that section to determine which situations are appropriate for each area of knowledge. As always, the DM is the final arbiter of this issue.

Local: A DC 10 Knowledge (local) check is sufficient to identify a military unit or noble's family by its heraldry, if the unit or the family hails from the local area. A Knowledge (nobility and royalty) check is required to identify the heraldry from far-off lands.

You can use the Knowledge (local) skill to answer questions about various martial practitioners and traditions. For example, you can attempt a Knowledge (local) check to identify a monastic order or swordsage school known to practice a particular martial discipline, to recall basic facts about the philosophy or teaching practices of a particular discipline, or to recall the adventures or exploits of famous martial adepts.

Nature: This skill is useful in helping to predict the weather - something any mariner's life might depend on. While predicting the weather is an aspect of the Survival skill, ranks in Knowledge (nature) provides a synergy bonus to Survival checks.

Nobility and Royalty: A Knowledge (nobility and royalty) check tells you something about the heraldry of far-off lands. A DC 25 check tells you what part of the world (down to the province or city) a heraldic design comes from. A DC 30 check tells you the name of the military unit or the noble family.

You can use this skill to discover the levels of bureaucracy within a royal household, government, or other large body of authority. If you make a check (DC 15 + organization size modifier; see below), you gain a +2 circumstance bonus on Bluff, Diplomacy, and Gather Information checks pertaining to that particular organization for one week. However, failure by 5 or more means you make a false assessment of the situation, imposing a -2 penalty on the use of those skills for one week instead. (The DM should make this check in secret, and apply the appropriate modifier when required.) The size and complexity of the organization may provide a bonus or a penalty on this check; see the table below.

Organization DC Modifier
Minor noble house +0
Average noble house +5
Major noble house +10
Empire, vast kingdom +15
Member of noble house -5

Religion: You can use this skill to understand the structure of authority within a church, cult, or other religious organization. If you make a check (DC 15 + organization size modifier; see below), you gain a +2 bonus on Bluff, Diplomacy, and Gather Information checks made during the next week that pertain to that particular organization. However, failure by 5 or more means you make a false assessment of the situation, imposing a -2 penalty on the use of those skills for one week instead. The size and complexity of the organization may provide a bonus or a penalty on this check; see the table below.

Organization DC Modifier
Single parish +0
Town-sized territory +5
City-sized territory +10
Metropolis-sized territory +15
Chaotic religion +5
Lawful religion -5
Member of the church -5

Action: Usually none. In most cases, making a Knowledge check doesn't take an action - you simply know the answer or you don't. Using Knowledge to gain a strategic advantage for a battle requires 1 hour of planning during the planning stage.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.

If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.

If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.

If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.

If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.

If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).

If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.

If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.

If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.

If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.

If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.

If you have 5 or more ranks in Knowledge (psionics), you get a +2 bonus on Psicraft checks.

If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

LISTEN (WIS)

Use this skill to hear approaching enemies, to detect someone sneaking up on you from behind, or to eavesdrop on someone else's conversation.

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
Opponent's Move
Silently check
A creature using Move Silently
Opponent's Move
Silently check
An invisible creature (to know general direction; beat check by 20 to pinpoint location, though it still maintains total concealment)
-10 A battle
0 People talking1
5 A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.
10 An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise
15 A 1st-level rogue using Move Silently to sneak past the listener
15 People whispering1
19 A cat stalking
30 An owl gliding in for a kill
1 If you beat the DC by 10 or more, you can make out what's being said, assuming that you understand the language.
Listen DC Modifier Condition
+5 Through a door
+15 Through a stone wall
+1 Per 10 feet of distance
+5 Listener distracted
+5 Listener or sound in light sea or moderate river
+10 Listener or sound in light surf, moderate sea, or loud river
+15 Listener or sound in heavy surf or thundering river
+1 Per 30 feet of distance underwater (see below)
+1 Per 20 feet of distance over water (see below)
+10 Land creature underwater

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.

Background Noise: Adventurers in or around water often have to contend with significant background noise - the sound of the surf, the slap of water on a boat's hull, the rush and break of wavelets even in calm waters, or the rushing of a river or stream. If either the listener or the origin of a sound is in an area of background noise, the DC of any Listen checks increases as shown above. Sounds that pass over or through such conditions are also affected.

Aquatic Modifiers: Sound carries through water extremely well; increase the DC of the listener's Listen check by +1 per 30 feet instead of +1 per 10 feet for sounds transmitted through water. Sound also carries well over water (for example, a person on shore shouting to someone on a boat); increase the Listen check DC by +1 per 20 feet instead of the normal increment of +1 per 10 feet.

For purposes of the above list, a land creature is a creature that does not possess a swim speed or the aquatic subtype.

Estimate Distance Underground: To those who have learned the ways of sound in the earth's heart, an echo from the sound of an enemy's misstep can be sweet music to their ears. Years of training have taught many underground explorers how to tell an enemy's location and distance from the echoes they hear.

With a successful DC 25 Listen check, you can listen to echoing sounds and determine how far away the individuals making them are, within 10% of the distance between you and those individuals.

Eavesdrop: You can use this skill to clarify overheard conversations. The DCs given above are based simply on hearing someone moving or talking. To understand any conversation that is being spoken near to you (but not directly at you), your Listen check must exceed the DC by 10.

Environment DC Modifier
Next booth in a tavern +2
Bustling city street corner +5
Busy tavern +10
Crowded market place +15
Riot +20

Defeat Illusion: By making a DC 80 Listen check, you can automatically detect any illusion with an auditory component for what it truly is. No Will save is required, and you don't have to interact with the illusion (but you must be able to hear its auditory component).

Action: Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action.

Try Again: Yes. You can try to hear something that you failed to hear previously with no penalty.

Special: When several characters are listening to the same thing, a single 1d20 roll can be used for all the individuals' Listen checks.

A fascinated creature takes a -4 penalty on Listen checks made as reactions.

If you have the Alertness feat, you get a +2 bonus on Listen checks.

A ranger gains a bonus on Listen checks when using this skill against a favored enemy.

An elf, gnome, or halfling has a +2 racial bonus on Listen checks.

A half-elf has a +1 racial bonus on Listen checks.

A sleeping character may make Listen checks at a -10 penalty. A successful check awakens the sleeper.

MARTIAL LORE (INT; TRAINED ONLY)

You can use this skill to identify martial maneuvers as soon as they are initiated.

Check: You can identify maneuvers and disciplines used by a combatant. The DCs for Martial Lore checks relating to various tasks are summarized below.

Martial Lore DC Task
10 + maneuver level Identify a maneuver being initiated by someone you can see. No action required. No retry.
10 + maneuver level Identify a maneuver recorded on a martial script. One try per day. Requires a full-round action.
20 + target's initiator level Determine all disciplines known by a particular creature by watching it initiate at least one maneuver. No action required. Retry only if the subject initiates another maneuver.

Action: Varies, as noted above.

Try Again: See above.

Special: A swordsage gains a +2 bonus on a Martial Lore check involving a maneuver in a discipline in which he has discipline focus.

MOVE SILENTLY (DEX; ARMOR CHECK PENALTY)

You can use this skill to sneak up behind an enemy or to slink away without being noticed.

Check: Your Move Silently check is opposed by the Listen check of anyone who might hear you. You can move up to one-half your 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)

You can pick padlocks, finesse combination locks, and solve puzzle locks. The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, blank key, wire, or the like). 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

Quick Lockpick: You can try to open a lock more quickly than normal. To reduce the time required to open any lock, add the DC modifiers below. For example, opening an average lock normally requires a DC 25 check and requires a full-round action. To open the lock as a move action requires a DC 45 check.

Open lock as... DC Modifier
Move-equivalent action +20
Free action +50

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)

You are skilled in a type of artistic expression, which may encompass a variety of specific methods, and you know how to put on a show.

Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks, each purchased as a separate skill.

Each of the ten 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)
  • Weapon drill (quick, flashy movements of a weapon)
  • Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
  • Sing (ballad, chant, melody)

Check: You can impress audiences with your talent and skill. In some situations, you can sway an audience's attitude with your performance, using the same DCs and results as a Diplomacy check (see Influencing NPC Attitudes).

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.
40 Incredible performance. In a prosperous city, you can earn 1d6 platinum/day. Your fame begins to spread; people try to repeat your acts on street-corners, your jokes are told in all the local taverns and inns, and in short time you might begin to draw attention from distant potential patrons or even extraplanar beings.
50 Legendary performance. In a prosperous city, you can earn 3d6 platinum/day. Your fame spreads; people might stop youin the street and want to be your friend, children sing songs about your act, and other lesser performers attempt inadequate copies. Your performances are bound to attention from potential patrons or extraplanar beings.
75 Divine performance. You attract attention from extraplanar creatures. Deities (not necessarily good or neutral ones) request you to play for them.

A masterwork musical instrument gives you a +2 circumstance bonus on Perform checks that involve its use.

Perform (Weapon Drill): This category of the Perform skill covers any sort of weapon display, such as twirling a sword or flipping a dagger from hand to hand. Despite the skill's name, you can use it when unarmed by demonstrating difficult martial arts techniques or shadow boxing against an imaginary opponent.

Unlike other categories of the Perform skill, your prowess with the weapon (indicated by your base attack bonus) is an important factor in how good your Perform (weapon drill) skill is. Apply half your base attack bonus (rounded down) as a circumstance bonus on Perform (weapon drill) checks. Your Charisma modifier also applies, as with any Perform check. If you aren't proficient with the weapon you're using, you take the -4 nonproficiency penalty on Perform (weapon drill) checks.

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. In the case of Perform (weapon drill), if you're performing to earn money in public, a weapon drill requires at least 4 hours of 20-minute performances, with breaks in between. If you're demonstrating your skill or trying to impress the crowd at a gladiator match, the performance is a standard action.

Try Again: Yes. Retries are allowed, but they don't negate previous failures, and an audience that has been unimpressed in the past is likely to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.)

Special: A bard must have at least 3 ranks in a Perform skill to inspire courage in his allies, or to use his countersong or his fascinate ability. A bard needs 6 ranks in a Perform skill to inspire competence, 9 ranks to use his suggestion ability, 12 ranks to inspire greatness, 15 ranks to use his song of freedom ability, 18 ranks to inspire heroics, and 21 ranks to use his mass suggestion ability. See Bardic Music in the bard class description.

In addition to using the Perform skill, you can entertain people with sleight of hand, tumbling, tightrope walking, and spells (especially illusions).

The following feats each grant a +2 bonus on relevant Perform (weapon drill) checks: Combat Expertise, Greater Weapon Focus, Quick Draw, Two-Weapon Fighting, Weapon Focus, and Whirlwind Attack.

A bard cannot use Perform (weapon drill) checks to perform his bardic music abilities (inspire courage, fascinate, and so on).

PROFESSION (WIS; TRAINED ONLY)

You are trained in a livelihood or a professional role, such as apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, guide, herbalist, herder, hunter, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, siege engineer, stablehand, tanner, teamster, woodcutter, or the like.

Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. While a Craft skill represents ability in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.

Check: You can practice your trade and make a decent living, earning about half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems.

The following aspects of the Profession skill may also prove useful.

Profession (Barrister): In Eberron, while circumstances can be an important mitigating factor, the fact of the matter is that the skill of the barrister plays the most important role in the outcome of the case. Over the course of the trial, each barrister makes three Profession (barrister) checks; compare the results, with the higher total winning the round. Whoever wins two out of three rounds wins the case.

The DM should modify these rolls based on the circumstances of the case. If the jury is hostile, the prosecuting barrister receives a +1 to +5 circumstance bonus; if the jury is friendly, the defending barrister receives this bonus. A barrister with at least 5 ranks of Bluff or Diplomacy receives a +2 synergy bonus on his check; these bonuses are cumulative. There is no rule stating that a recognized barrister must represent a defendant, so a character can choose to speak in his own defense or to appoint a friend as his advocate.

Profession (Executioner): The executioner seeks death for the condemned with a swift stroke. Sometimes, death by torture is the command given to the executioner, but in such a case he will often remand the client to a torturer to carry out the sentence. However, many execution devices are also extraordinarily painful for those destined to feel their cruel, final embrace.

The condemned must first be secured by being tied in place, pinned in a grapple, or successfully restrained in a stationary execution device. If restrained in an execution device, the condemned can attempt to make a Escape Artist check every round against the DC noted in the table below, unless magically held or otherwise helpless. If grappled, the condemned can attempt to break the grapple normally.

Once the victim is secure, the executioner can attempt the chosen method of execution. The executioner makes a Profession (executioner) check against the DC given for the device. If the check is successful, the condemned is slain according to the nature of the device. If the executioner fails, the execution is botched, and the executioner can make another check the following round.

Botched attempts deal the damage noted for the device, so the condemned may be killed even if the executioner botches the attempt. Prideful executioners - which includes most of them - take it as a personal point of dishonor if they kill the condemned on a botched execution.

Some execution devices, such as headsman's axes, make adequate melee weapons. In melee, such an item deals normal damage for an item of its kind (such as a greataxe) and cannot kill instantly. Most other devices of execution cannot be used in melee. Hundreds, if not thousands, of execution methods are possible beyond those described here. The table below identifies common techniques from which more exotic forms of execution can be extrapolated.

Device Execution DC Escape DC Botched Damage Cost Weight
Crucifixion cross 15 28 * 1 gp 50 lb.
Draw and quarter 18 25 5d6 3 sp 1 lb.
Hanging rope 18 ** 1d3/round 3 sp 1 lb.
Headsman's axe 18 ** Coup de grace 20 gp 20 lb.
* Crucified characters lose 10% of their total hit points each hour.
** The Use Rope check of the executioner sets the Difficulty Class.

Profession (Miner): Mining work involves digging, removing dirt, and building supports. A Profession (miner) check can be used to indicate the progress of mining or digging operations. Excavation is represented as a fixed number of 5-foot cubes per miner, based on the Profession (miner) check result of the lead worker. Even a pair of unskilled miners can remove a 5-foot cube of stone with 8 hours of labor, while reasonably talented workers can remove twice or even three times as much.

Check Result Daily Progress*
10 1/2
15 1
20 2
+5 +1
* In 5-foot cubes. Double this value for
each size category above Medium; halve
it for each size category below Medium.

Two Medium miners can work together on a single 5-foot cube, with one using the aid another action to assist the other's check. Only a single Large or larger miner can work on any given 5-foot cube. Up to four Small or smaller miners can work together on the same 5-foot cube, with as many as three miners using the aid another action to assist the lead miner's check. Kobolds are an exception to this rule (see Special, below).

The table above assumes the miners are digging through sedimentary rock, such as limestone, sandstone, or shale. Other substances apply a modifier on the check, as shown on the following table.

Substance DC Modifier
Gravel or sand +10
Dirt, loose +5
Clay or silt +2
Dirt, packed or frozen +2
Igneous rock (granite, pumice, obsidian) -5
Metamorphic rock (marble, quartz, slate) -10

Profession (Sailor): This skill covers a broad variety of tasks and training, ranging from routine jobs such as steering, setting sails, and dropping or raising anchor to smart shiphandling, tactical maneuver, and handling a ship in a storm.

Characters with only 1 or 2 ranks in Profession (sailor) are simple deckhands - competent to work as part of a crew and handle jobs such as reefing sails, manning the helm under the direction of a commander, and generally make themselves useful. Characters with 3 to 7 ranks in Profession (sailor) are petty officers, officers, or technical experts such as boatswains. Characters with 8 or more ranks in Profession (sailor) are expert shiphandlers. They know how sails should be set for current winds. They can handle tricky tasks of piloting such as crossing a river bar. And they are skilled at tactical maneuvers in battle such as executing or avoiding a ramming attack, bringing a ship alongside for boarding, and using the weather gauge ability to remain at range, rake an enemy's bow or stern, or fall away from action.

Steering a ship in good weather conditions with sufficient crew requires no skill check. However, adverse conditions might require you to make skill checks every round, minute, or hour to keep your ship on course and out of danger.

Any Profession (sailor) checks you make to control or navigate a vessel require a full watch or complement of able-bodied crew. If your ship is undermanned, modify the DCs given below as follows:

Crew DC Modifier
Less than full watch section +5
Less than half watch section +10
Less than quarter watch section +15

Foundering: Your vessel is at risk of foundering when you are in high winds, heavy seas, or rough surf. Check for foundering once per day, or once per hour in high winds or storms, or once per minute in heavy surf. Add your vessel's seaworthiness modifier to foundering checks. If you fail a foundering check, your ship begins to sink.

Foundering in... DC
Strong winds or light surf 5
Severe winds 10
Windstorm/gale or heavy surf 15
Hurricane or very heavy surf 20
Dire gale 28

Sailing in High Winds: Keeping control over a vessel in powerful winds requires a check. Add your vessel's seaworthiness modifier to your check. If you fail your Profession (sailor) check in dangerous winds, your ship is driven before the wind, but you can retry your check in 1 hour or when the wind drops.

Wind Condition DC
Sail or row in severe winds 20
Sail or row in windstorm or gale 30

Steering in Fast Currents: Handling a vessel in fast-moving waters requires a Profession (sailor) check modified by your vessel's ship handling modifier. Check once per round. If you fail to steer a vessel through rough waters or vigorous currents, your speed falls to zero and you are simply swept along with the current, unable to turn or avoid obstacles until you regain control.

Rivers with fast-moving water also create surflike conditions that might swamp or overturn your vessel, even if you are steering successfully. A vigorous current is treated like light surf; a dangerous current is equal to heavy surf; and an irresistible current is equal to very heavy surf. See Foundering, above.

Current DC
Steer in vigorous current 8
Steer in dangerous current 18
Steer in irresistible current 28

Profession (Siege Engineer): Aiming and loading an indirect-fire catapult such as a trebuchet, scorpion, or mangonel requires a Profession (siege engineer) check; see the Siege Engines description of specific catapult types for DCs and details.

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.

Special: Kobolds mine more efficiently than other Small creatures. Treat them as Medium creatures for determining their daily progress, but as Small creatures when determining how many kobolds can work on a given 5-foot cube.

A weak ditherbomb used in conjunction with a Profession (miner) check grants a +2 alchemical bonus on the check. A strong ditherbomb grants a +4 alchemical bonus, while a wyrm ditherbomb grants a +6 bonus. Using more than one ditherbomb doesn't add to this bonus.

Untrained: Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.

PSICRAFT (INT; TRAINED ONLY)
Use this skill to identify powers as they are manifest or powers already in place.

Check: You can identify powers and psionic effects. The DCs for Psicraft checks relating to various tasks are summarized on the table below.

Psicraft DC Task
15 + power level Identify a power being manifested. (You must sense the power's display, or see some visible effect, to identify a power.) No action required. No retry.
15 + power level When manifesting detect psionics, determine the discipline involved in the aura of a single item or creature you can see. (If the aura is not a power effect, the DC is 15 + 1/2 manifester level.) No action required.
15 + power level Address a power stone to figure out what power or powers it contains.
20 + power level Identify a power that's already in place and in effect. You must be able to see or detect the effects of the power. No action required. No retry.
20 + power level Identify materials created or shaped by psionics, such as noting that a particular object was created using a metacreativity power. No action required. No retry.
25 + power level After rolling a saving throw against a power targeted on you, determine what that power was. No action required. No retry.
25
Identify a psionic tattoo. Requires 1 minute. No retry.
20
Draw a diagram to enhance manifestation of psionic dimensional anchor on a summoned creature. Requires 10 minutes. No retry. The player does not see the result of this check.
30 or higher Understand a strange or unique psionic effect, such as the effects of an outcrop of psionically resonant crystal. Time required varies. No retry.

Additionally, certain powers allow you to gain information about psionic effects, provided that you make a successful Psicraft check as detailed in the power description.

Action: Varies, as noted above.

Try Again: See above.

Special: A psion gains a +2 bonus on Psicraft checks when dealing with a power or effect from his discipline.

If you have the Psionic Affinity feat, you get a +2 bonus on Psicraft checks.

Synergy: If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Psionic Device checks related to power stones.

If you have 5 or more ranks in Use Psionic Device, you get a +2 bonus on Psicraft checks to address power stones.

RIDE (DEX)

You can ride a mount, be it a horse, riding dog, griffon, dragon, or some other kind of creature suited for riding. If you attempt to ride a creature that is ill suited as a mount (such as most bipedal creatures), 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 Swim a horse 10
Stay in saddle 5 Leap into water 15
Fight with warhorse 10 Change horses in mid-stream 25
Cover 15 Ride aquatic mount underwater DC+5
Soft fall 15 Stand on mount 40
Leap 15 Unconscious control 50
Spur mount 15 Attack from cover 60
Control mount in battle 20
Fast mount or dismount 201    
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.

Swim a Horse: You ride your horse into the water and stay mounted while the horse swims. If you fail the check, you are no longer mounted; you and the horse are just in the water. If you fail your check by 5 or more, the horse refuses to enter the water (but you can try again next round). This usage of the Ride skill does not take an action, it's simply part of the mount's movement.

Leap into Water: You and your mount leap into water from a place where the animal can't just wade in. If you fail the check, you fall off as your mount enters the water; you are no longer mounted. If you fail the check by 5 or more, your mount balks at the edge and remains ashore while you fall into the water without it.

Ride Aquatic Mount Underwater: Staying on a fast-swimming mount underwater is difficult, because the water resistance tends to push a rider off. Add +5 to the DC of any Ride check made underwater.

Stand on Mount: This allows you to stand on your mount's back even during movement or combat. You take no penalties to actions while doing so.

Unconscious Control: As a free action, you can attempt to control a light horse, pony, or heavy horse while in combat. If you fail, you control the mount as a move-equivalent action. You do not need to roll for warhorses or warponies.

Attack from Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can attack and cast spells while using your mount as cover without penalty. If you fail, you don't get the cover benefit.

Calm an Animal: See the Handle Animal skill for details.

Action: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.

Special: If you are riding bareback, you take a -5 penalty on Ride checks.

If your mount has a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle.

The Ride skill is a prerequisite for the feats Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, Trample.

If you have the Animal Affinity feat, you get a +2 bonus on Ride checks.

Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks.

SEARCH (INT)

You can find secret doors, simple traps, hidden compartments, and other details not readily apparent. The Spot skill lets you notice something, such as a hiding rogue. The Search skill lets a character discern some small detail or irregularity through active effort. Search does not allow you to find complex traps unless you are a rogue (see Restriction, below).

Check: You generally must be within 10 feet of the object or surface to be searched. The table below gives DCs for typical tasks involving the Search skill.

Task Search DC
Ransack a chest full of junk to find a certain item 10
Notice a typical secret door or a simple trap 20
Find a difficult nonmagical trap (rogue only)1 21 or higher
Find a magic trap (rogue only)1 25 + level of spell used to create trap
Notice a well-hidden secret door 30
Find a footprint Varies2
Sense magic 60
1 Dwarves (even if they are not rogues) can use Search to find traps built into or out of stone.
2 A successful Search check can find a footprint or similar sign of a creature's passage,
but it won't let you find or follow a trail. See the Track feat for the appropriate DC.

Sense Magic: You can sense the presence of any active magical effects in the area being searched. You can't determine the number, strength, or type of the effects.

Action: It takes a full-round action to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side.

Special: An elf has a +2 racial bonus on Search checks, and a half-elf has a +1 racial bonus. An elf (but not a half-elf) who simply passes within 5 feet of a secret or concealed door can make a Search check to find that door.

If you have the Investigator feat, you get a +2 bonus on Search checks.

The spells explosive runes, fire trap, glyph of warding, symbol, and teleportation circle create magic traps that a rogue can find by making a successful Search check and then can attempt to disarm by using Disable Device. Identifying the location of a snare spell has a DC of 23. Spike growth and spike stones create magic traps that can be found using Search, but against which Disable Device checks do not succeed. See the individual spell descriptions for details.

Active abjuration spells within 10 feet of each other for 24 hours or more create barely visible energy fluctuations. These fluctuations give you a +4 bonus on Search checks to locate such abjuration spells.

Synergy: If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.

If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks to find secret doors or hidden compartments.

Restriction: While anyone can use Search to find a trap whose DC is 20 or lower, only a rogue can use Search to locate traps with higher DCs. (Exception: The spell find traps temporarily enables a cleric to use the Search skill as if he were a rogue.)

A dwarf, even one who is not a rogue, can use the Search skill to find a difficult trap (one with a DC higher than 20) if the trap is built into or out of stone. He gains a +2 racial bonus on the Search check from his stonecunning ability.

SENSE MOTIVE (WIS)

Use this skill to tell when someone is bluffing you, to discern hidden messages in conversations, or to sense when someone is being magically influenced. This skill represents sensitivity to the body language, speech habits, and mannerisms of others.

Check: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when "something is up" (that is, something odd is going on) or to assess someone's trustworthiness.

Task Sense Motive DC
Hunch 20
Sense enchantment 25 or 15
Discern secret message Varies
Discern partial alignment 60
Discern full alignment 80
Detect surface thoughts 100

Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.

Sense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities.

Discern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you infer some false information.

Discern Partial Alignment: This use of the skill lets you discern one component of a target's alignment. When making the check, you state whether you are trying to discern the law-chaos or good-evil component. You can't retry the check, and you can't use this to discern more than one component of the alignment (but see below). The target must be visible and within 30 feet.

Discern Full Alignment: This use of the skill lets you determine both components of a target's alignment. You can't retry the check. The target must be visible and within 30 feet.

Detect Surface Thoughts: This lets you read the surface thoughts of a single target (as the 3rd-round effect of the detect thoughts spell). There is no saving throw to resist this effect, though the target can use Bluff to disguise his or her surface thoughts (see the Bluff skill description), in which case this becomes an opposed check (any result lower than 100 automatically fails). The target must be visible and within 30 feet.

Assess Opponent: As a standard action, you can use Sense Motive to ascertain how tough a challenge an opponent poses for you, based on your level and your opponent's CR. This skill check is opposed by the opponent's Bluff check. To attempt this task, your opponent must be visible to you and within 30 feet. If you have seen the opponent in combat, you gain a +2 circumstance bonus on the check.

The accuracy of the assessment depends on the amount by which your Sense Motive check result exceeds the opposed Bluff check result. On a successful Sense Motive opposed check, you can gain the following information:

Opponent's CR Assess Opponent Result
4 or more less than your level/HD A pushover
1, 2, or 3 less than your level/HD Easy
Equal to your level/HD A fair fight
Equal to your level/HD plus 1, 2, or 3 A tough challenge
Exceeds your level/HD by 4 or more A dire threat

A successful assessment reveals that your foe belongs in one of two adjacent categories (for example, "Easy" or "A fair fight"). If your Sense Motive check result exceeds the opposed Bluff check result by 10 or more, you can narrow the result down to a single category.

By contrast, if the target's Bluff check result equals or slightly exceeds your Sense Motive check result, you gain no useful information. If the target's Bluff check result exceeds your Sense Motive check result by 5 or more, you may (at the DM's option) gain a false impression, believing your opponent to be much stronger or weaker than he really is (equal chance of either). If the target's Bluff check result exceeds your Sense Motive check result by 10 or more, your assessment is off by at least two categories (for example, a dire threat might be assessed as a fair fight).

An opponent that is particularly vulnerable to your typical attack routine (for example, a vampire facing a high-level cleric of Pelor) registers as one category less challenging; one who is resistant to your typical attack routine (for example, a golem opposing a rogue who relies heavily on sneak attacks) registers as one category more challenging.

Action: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.

Try Again: No, though you may make a Sense Motive check for each Bluff check made against you.

Special: A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.

If you have the Negotiator feat, you get a +2 bonus on Sense Motive checks.

The Combat Intuition feat grants a +4 bonus on Sense Motive checks made to assess opponents. It also enables you to narrow your assessment of your opponent's combat capabilities to a single category. Finally, it allows you to accomplish this task as a free action.

Synergy: If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.

SLEIGHT OF HAND (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)

You can cut or lift a purse and hide it on your person, palm an unattended object, hide a light weapon in your clothing, or perform some feat of legerdemain with an object no larger than a hat or a loaf of bread.

Check: A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.

When you use this skill under close observation, your skill check is opposed by the observer's Spot check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.

You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Spot check of anyone observing you or the Search check of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Search check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check. Drawing a hidden weapon is a standard action and doesn't provoke an attack of opportunity.

If you try to take something from another creature, you must make a DC 20 Sleight of Hand check to obtain it. The opponent makes a Spot check to detect the attempt, opposed by the same Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item.

You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your "act" encompasses elements of legerdemain, juggling, and the like.

Sleight of Hand DC Task
10 Palm a coin-sized object, make a coin disappear.
20 Lift a small object from a person.
50 Lift a sheathed weapon from another creature and hide it on your person, if
the weapon is no more than one size category larger than your own size.
80 Make an adjacent, willing creature or object of your size or smaller
“disappear” while in plain view. In fact, the willing creature or object is
displaced up to 10 feet away (make a separate Hide check to determine
how well the “disappeared” creature or object is hidden).

Surprise Off-Hand Attack: If you palm a dagger in combat, you can surprise your opponent when it suddenly appears in your hand. For this technique to work, you must be armed with a dagger, must have the Quick Draw feat, and must be holding nothing in your off hand. You must fight the same foe for at least 2 consecutive rounds to get your opponent used to the idea that you have nothing in your off hand. At the beginning of your turn in the third round, make a Sleight of Hand check opposed by your opponent's Spot check. If you succeed, your foe is considered flat-footed for the next single attack you make with the dagger.

Conceal Spellcasting: When casting a spell, you may make a Sleight of Hand check to make your verbal and somatic components less obtrusive, muttering magic words under your breath and making magic gestures within your sleeves. Your Sleight of Hand check is opposed by any observer's Spot check. The observer's success doesn't prevent you from casting the spell, just from doing it unnoticed.

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. Unlike other uses of the Sleight of Hand skill, it's a free action to put the dagger in your hand because you have the Quick Draw feat. Conceal spellcasting takes no action, as you make the check as part of your normal spellcasting.

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. If you palm a dagger, whether your Sleight of Hand check succeeds or fails, no foe will fall for the same trick from you twice in the same combat.

Special: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand checks.

Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Sleight of Hand checks.

Untrained: An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can't succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.

SPEAK LANGUAGE (NONE; TRAINED ONLY)

Common languages and their alphabets are summarized on the table below.


Table: 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

Other, more complex, languages are described below.

Battle Signals: Battle signals are a relatively simple form of sign language allowing rapid and silent communication on the battlefield. Sending a communication via battle signals requires at least one free hand. Most orders that can be communicated using battle signals are relatively straightforward, such as "Attack now," "Stay here," "Go over there," or "Surround that target"; the language is incapable of more complex communication. You can't, for example, use battle signals to convey more than one order at a time to a certain target (such as "Climb that hill and then defend the spot") or to communicate a conditional instruction (such as "Attack only if you see orcs").

An intended target of the communication must be within 120 feet and be able to see the character using battle signals in order to understand him. Even those who do not know battle signals can make a DC 15 Intelligence check to understand any simple command (of up to three words in length) communicated via battle signals. Battle signals have no alphabet or written form. This kind of communication transcends normal language barriers, though creatures must be vaguely humanoid in form to use it.

A semaphore version of battle signals exists, whereby characters who know the signals can use flags or banners to communicate over longer distances. This counts as a separate language from the hand signals described above and can only be understood by those who have specifically learned the semaphore version. Semaphore battle signals can be read from ten times farther away than hand signals (up to 1,200 feet); use of a spyglass doubles this range (up to 2,400 feet, or almost half a mile).

Drow Sign Language: Drow Sign Language is unlike any other language. A complex harmony of gestures, facial expressions, and body language, it is all but impossible to comprehend by those not fluent in the "tongue." Though it lacks a vocal component, Drow Sign Language is otherwise like any other language, with a robust vocabulary and even a written form. This script, however, is as unusual as the "spoken" form of the language. Consisting of symbols that illustrate the proper hand motions with emphasis marks to indicate other physical gestures, it might be overlooked by those unfamiliar with the tongue, and interpreted as just more of the whorls and patterns that decorate drow settlements.

Drow Sign Language cannot be used as part of a spell's verbal component. However, Drow Sign Language is quite similar to the somatic gestures used to cast arcane spells. An arcane spellcaster who is fluent in Drow Sign Language gains a +2 bonus on Spellcraft checks made to identify a spell being cast (if it has a somatic component), and increases by 2 the Spellcraft DC to identify any of her spells as she casts them (whether or not those spells have somatic components).

Dancing Lights: Drow Sign Language relies on sight to transmit messages - and is usually used when underground - so it is largely ineffectual when directed at those out of darkvision range. To compensate for the challenges imposed by their native environment, the drow have learned to manipulate their innate ability to use dancing lights to communicate over longer distances.

To use this ability, a drow must use dancing lights and make a successful DC 15 Spellcraft check (or DC 20 for complex messages). As with Bluff, if the Spellcraft check fails by 4 or less, the drow can't get the message across. Failure by 5 or more indicates that false information is communicated.

Action: Not applicable.

Try Again: Not applicable. There are no Speak Language checks to fail.

The Speak Language skill doesn't work like other skills. Languages work as follows.

  • You start at 1st level knowing one or two languages (based on your race), plus an additional number of languages equal to your starting Intelligence bonus.
  • You can purchase Speak Language just like any other skill, but instead of buying a rank in it, you choose a new language that you can speak.
  • You don't make Speak Language checks. You either know a language or you don't.
  • A literate character (anyone but a barbarian who has not spent skill points to become literate) can read and write any language she speaks. Each language has an alphabet, though sometimes several spoken languages share a single alphabet.
SPELLCRAFT (INT; TRAINED ONLY)

Use this skill to identify spells as they are cast or spells already in place.

Spellcraft DC Task
13 When using read magic, identify a glyph of warding. No action required.
15 + spell level Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) No action required. No retry.
15 + spell level Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours.
15 + spell level Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required.
15 + spell level When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.
19 When using read magic, identify a symbol. No action required.
20 + spell level Identify a spell that's already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
20 + spell level Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.
20 + spell level Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.
25 + spell level After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
25 Identify a potion. Requires 1 minute. No retry.
20 Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result.
30 or higher Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.
20 Identify a shaped soulmeld. (You must be able to see the character wearing the soulmeld to be identified.) No action required. No retry.
50 + caster level Identify basic property of magic item (see below).
70 + caster level Identify all properties of magic item (see below).
50 Quick identification of alchemical substances and potions (see below).

Check: You can identify spells and magic effects. The DCs for Spellcraft checks relating to various tasks are summarized on the table above.

Identify Basic Property of Magic Item: This use of the skill requires one round of inspection, and functions exactly as if the character had cast an identify spell on the item. You can't attempt this on the same item more than once.

Identify All Properties of Magic Item: This requires one minute of inspection, and reveals all properties of a single magic item (including command words and charges remaining). You can't attempt this on the same item more than once. If an item has different caster levels for different properties, use the highest caster level.

Quick Identification: A character can identify a substance or potion in the field as a full-round action, without an alchemical lab or any cost. You can't retry this check (or take 20); if you fail, you must identify the substance in an alchemical lab, as normal.

Casting a Fire Spell Underwater: Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise.

Casting Impeded Magic: Particular spells and spell-like abilities are more difficult to cast on planes with the impeded magic trait, often because the nature of the plane interferes with the spell. Fireball spells may be cast on the Elemental Plane of Water, but the opposing natures of the spell and the plane makes it difficult. To cast an impeded spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.

Decipher Rune Circle: When using read magic, you can identify the effects of a rune circle. The base DC is 10 + the caster level of the rune circle. You must first know that a magic rune circle is present, usually through the use of the detect magic spell. If the check is successful, you know the powers of the circle and how to activate it. Deciphering the runes on a rune circle takes 1 minute (ten consecutive full-round actions).

Action: Varies, as noted above.

Try Again: See above.

Special: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks when dealing with a spell or effect from your specialty school. You take a -5 penalty when dealing with a spell or effect from a prohibited school (and some tasks, such as learning a prohibited spell, are just impossible).

If you have the Magical Aptitude feat, you get a +2 bonus on Spellcraft checks.

Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.

If you have 5 or more ranks in Use Magic Device, you get a +2 bonus on Spellcraft checks to decipher spells on scrolls.

If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.

If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Spellcraft checks to identify the effects of a rune circle.

Additionally, certain spells allow you to gain information about magic, provided that you make a successful Spellcraft check as detailed in the spell description.

SPOT (WIS)

Use this skill to notice bandits waiting in ambush, to see a rogue lurking in the shadows, to see through a disguise, to read lips, or to see the monstrous centipede in the pile of trash.

Check: The Spot skill is used primarily to detect characters or creatures who are hiding. Typically, your Spot check is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn't intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it.

A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can't actually see it.

Spot is also used to detect someone in disguise (see the Disguise skill), and to read lips when you can't hear or understand what someone is saying.

Spot checks may be called for to determine the distance at which an encounter begins. A penalty applies on such checks, depending on the distance between the two individuals or groups, and an additional penalty may apply if the character making the Spot check is distracted (not concentrating on being observant).

Condition Penalty
Per 10 feet of distance -1
Spotter distracted -5

Count Troops: With a DC 10 Spot check, you can make a rough estimate of the number of creatures in a formation. If the group contains two hundred fifty individuals or less, you can guess their numbers to the nearest ten. If the group has more than two hundred fifty individuals, you can estimate their numbers to the nearest hundred. For example, a group of eighty-six gnolls would be estimated as ninety, and a horde of four hundred twenty-seven barbarians would be counted as four hundred. This skill use only applies to groups of one thousand individuals or less.

Locate Commander: You can pick out an officer or commander with a DC 20 Spot check.

Locate Artillery: A DC 25 Spot check gives you the approximate range (within 30 feet) to any sort of artillery firing into the battlefield, whether the source is a siege engine or a spellcaster. The DC of this Spot check is not modified by distance.

Notice Invisibility: You can use Spot to notice the presence of an invisible creature. If you beat the DC by 20 or more, you can pinpoint the location of the invisible creature, though it still maintains total concealment from you (50% miss chance).

Task
DC
Notice presence of active invisible creature 20
Notice presence of unmoving, living invisible creature     30
Notice presence of inanimate invisible object   40
Notice presence of unmoving, unliving invisible creature 40

Defeat Illusion: With a DC 80 Spot check, you can automatically detect any illusion with a visual component for what it truly is. No Will save is required, and you don't have to interact with the illusion (but you must be able to see it).

Read Lips: To understand what someone is saying by reading lips, you must be within 30 feet of the speaker, be able to see him or her speak, and understand the speaker's language. (This use of the skill is language-dependent.) The base DC is 15, but it increases for complex speech or an inarticulate speaker. You must maintain a line of sight to the lips being read.

If your Spot check succeeds, you can understand the general content of a minute's worth of speaking, but you usually still miss certain details. If the check fails by 4 or less, you can't read the speaker's lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech. The check is rolled secretly in this case, so that you don't know whether you succeeded or missed by 5.

Task
DC Modifier
Read lips while moving at up to full speed +20
Pronounce unfamiliar language +20

Pronounce Unfamiliar Language: This use of the skill allows you to repeat the speech of an observed creature while reading its lips, potentially allowing a comrade to translate the speech. It doesn't grant you any ability to understand the language spoken.

Action: Varies. Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action. Trying to spot something you failed to see previously is a move action. To read lips, you must concentrate for a full minute before making a Spot check, and you can't perform any other action (other than moving at up to half speed) during this minute.

Try Again: Yes. You can try to spot something that you failed to see previously at no penalty. You can attempt to read lips once per minute.

Special: A fascinated creature takes a -4 penalty on Spot checks made as reactions.

If you have the Alertness feat, you get a +2 bonus on Spot checks.

A ranger gains a bonus on Spot checks when using this skill against a favored enemy.

An elf has a +2 racial bonus on Spot checks.

A half-elf has a +1 racial bonus on Spot checks.

The master of a hawk familiar gains a +3 bonus on Spot checks in daylight or other lighted areas.

The master of an owl familiar gains a +3 bonus on Spot checks in shadowy or other darkened areas.

SURVIVAL (WIS)

Use this skill to follow tracks, hunt wild game, guide a party safely through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

The Survival skill is not only important in the wilderness, but can be the difference between life and death on the mean streets of the city. In huge cities, the poor and destitute must scrounge for food, find places to sleep, and avoid dangerous animals that call the streets home.

Check: You can keep yourself and others safe and fed in the wild or urban settings. The table below gives the DCs for various tasks that require Survival checks.

Survival does not allow you to follow difficult tracks unless you are a ranger or have the Track feat (see the Restriction section below).

Survival DC Task
10 Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.
10 Get along in an urban setting without paying for food or services. You can provide relatively clean water and fresh food for one other person for every 2 points by which your check results exceeds 10.
15 Gain a +2 bonus on all Fortitude saves against severe weather or underground dangers (such as trapped gases, heat from lava or other volcanic features, and so on) 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 Locate a relatively warm and dry place to stay in for a 24-hour period. You must reroll this check every day.
15 Keep from getting lost or avoid natural hazards, such as quicksand.
15 Keep from getting lost in confusing streets with which you are not familiar.
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.
20 Get along on the sea without provisions. Provide food and water for one other person for every 2 points by which your check result exceeds 20.
Varies Follow tracks (see the Track feat). Most streets in urban settings are a mix of soft (mud) and hard (cobblestones) surfaces.
40 Get along in the wild while moving at full speed. You can provide food and water for one other person for every 2 points by which the check result exceeds 40.
60 Automatically succeed on all Fortitude saves against severe weather. You can extend this benefit to one other person for every 2 points by which the check result exceeds 60.
60 Ignore overland movement penalties of terrain. You and your mount can move at full overland speed regardless of terrain. You can extend this benefit to one other person for every 5 points by which the check result exceeds 60.
60 Identify race/kind of creature(s) by tracks. Requires the Track feat.

Trailblazing: When traveling in poor conditions or difficult terrain, you can attempt a Survival check to hasten your group's progress.

On a check result of 15 or better, you increase the movement modifier for overland movement by 1/4, to a maximum of ×1 (see Table: Terrain and Overland Movement). For example, you could increase your movement rate through trackless jungle from ×1/4 to ×1/2 your normal overland movement rate. With a result of 25 or higher, you can increase the movement modifier by 1/2 (and thus could travel through trackless jungle at ×3/4 your normal rate). In either case the ×1 maximum still applies - that is, you can improve up to but not exceed your normal movement rate by this means.

You can guide a group of up to four individuals (including yourself) at no penalty. However, for each three additional people (rounded up) in the group being guided, apply a -2 penalty to the trailblazing attempt. Thus, a group of five to seven (yourself and four to six others) would incur a -2 penalty, a group of eight to ten a -4 penalty, and so forth.

This ability applies only to long-distance overland movement - it has no effect on tactical movement.

Create Trail Signs: You can leave brief messages for anyone following you or using your route after you pass by. To create a message, you make marks in the ground, pile up rocks or twigs, bend plants into unusual shapes, or perform some other fairly subtle alteration of the landscape. Halflings make use of simple drawings, which they scratch into the ground or on some object with a sharp implement or draw with a piece of chalk or charcoal.

Very simple messages, such as "Go this way" or "Don't go this way," are fairly easy to convey (DC 10). More complex messages, such as "Walk west three days, then turn left at the bluff," have a DC of 15. In general, a message that could be written in four words or less has a DC of 10, and messages of five to ten words have a DC of 15. Failure by 4 or less means the signs you leave don't get the message across. Failure by 5 or more means that the signs convey some false information (see below).

Finding Trail Signs: Once trail signs are in place, anyone passing through the area where you left them can find them with a DC 10 Survival or Spot check. You can make them easier or more difficult to find. Making the signs big or putting them in an obvious place sets the DC lower (DC 5 or DC 0). Similarly, you can make the signs difficult to find by hiding them. In this case, make a Survival check to set the DC for finding the signs, but the minimum DC remains 10. Older signs are harder to find, and poor visibility can make trail signs more difficult to locate, as indicated below.

Survival Condition DC Modifier
Every 24 hours since the signs were made +1
Every hour of rain since the signs were made +1
Fresh snow cover since the signs were made +10
Poor visibility*
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
* Apply only the largest modifier from this category.

Reading Trail Signs: If the character who placed trail signs created them correctly, the Survival check DC to read them is the same as that it took to create them. If the check fails by 4 or less, the reader cannot make any sense of the signs. If the check fails by 5 or more, the reader perceives an incorrect message.

If the character who placed trail signs failed his or her check and created meaningless signs, you can still try to read them. The DC is the same as the DC to create the signs; if you succeed, you know the signs are meaningless. If you fail by 4 or less, you cannot make sense of the signs. If you fail by 5 or more, you perceive an incorrect message.

Intuit Direction: Wherever you are, you can determine the direction to a location on the same plane.

Familiarity with Location DC
Very familiar 40
Studied carefully 60
Seen casually 80
Viewed once 100
Description only 120

With a successful check, you know the direction to the desired location. This merely points you in the direction of the location; it doesn't provide you with information on how to get there, nor does it take into account any obstacles in the path. “Very familiar” represents a place where you have been very often and where you feel at home. “Studied carefully” represents a place you know well, either because you have been there often or have used other means to study the place. “Seen casually” is a place that you have viewed more than once, but which you have not studied. “Viewed once” is a place that you have seen once, possibly using magic. “Description only” is a place whose location and appearance you know through someone else's description.

Action: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.

Creating trail signs requires a full-round action that provokes attacks of opportunity.

Locating trail signs usually is reactive; when you have a chance to notice trail signs, you can make a Survival or Spot check without using an action. However, if you know or suspect someone has left trail signs in a certain area, you can use a full-round action to search a 5-foot-by-5-foot area; this requires you to use the Search skill, with the same DC as the Survival DC to locate the signs.

Reading trail signs requires a standard action that does not provoke attacks of opportunity.

Try Again: Varies. For getting along in the wild or urban settings, or for finding a warm and dry place 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.

If you fail to create or read trail signs, you cannot try again. If you fail a reactive check to find trail signs someone else has left, you cannot try again (you simply pass by the signs). When using the Search skill to locate signs that you know or suspect are present, you can try again.

Restriction: While anyone can use Survival to find tracks (regardless of the DC), or to follow tracks when the DC for the task is 10 or lower, only a ranger (or a character with the Track feat) can use Survival to follow tracks when the task has a higher DC.

Special: If you have 5 or more ranks in Survival, you can automatically determine where true north lies in relation to yourself.

A ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy.

If you have the Self-Sufficient feat, you get a +2 bonus on Survival checks.

Synergy: If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.

If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.

If you have 5 or more ranks in Knowledge (local), you gain a +2 bonus on Survival checks within urban areas covered by your expertise in that skill.

If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains).

If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.

If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.

If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.

SWIM (STR; ARMOR CHECK PENALTY)

Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on.

Check: Make a Swim check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater.

If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown.

The DC for the Swim check depends on the water, as given on the table below.

Water Swim DC
Calm water 10
Rough water 15
Stormy water 201
Swim up waterfall 802
1 You can't take 10 on a Swim check in stormy water,
even if you aren't otherwise being threatened or distracted.
2 This allows you to swim an angled or vertical
surface, as long as you remain completely or mostly
immersed in water. Other examples might include swimming
up a whirlpool or an incredibly large wave.

Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.

Accelerated Swimming: You try to swim more quickly than normal. By accepting a -10 penalty on your Swim check, you can swim at up to your speed as a full-round action (rather than half your speed) or at half your speed as a move action (rather than one-quarter).

Speed Swimming: By taking a -20 penalty on the check, you can swim your speed as a move-equivalent action, or double your speed as a full-round action.

Diving: Characters who dive into water take no damage on a successful DC 15 Swim check or DC 15 Tumble check, so long as the water is at least 10 feet deep for every 30 feet fallen. Water 30 feet deep is sufficient for a dive from any height. However, the DC of the check increases by 5 for every 50 feet of the dive. The table below summarizes these rules:

Dive
Height
Minimum
Safe Depth
DC Damage for Failed Dive
10 ft. 10 ft. 15 None
20 ft. 10 ft. 15 None
30 ft. 10 ft. 15 1d3 nonlethal
40 ft. 20 ft. 15 2d3 nonlethal
50 ft. 20 ft. 20 2d3 nonlethal + 1d6
60 ft. 20 ft. 20 2d3 nonlethal + 2d6
70 ft. 30 ft. 20 2d3 nonlethal + 3d6
80 ft. 30 ft. 20 2d3 nonlethal + 4d6
90 ft. 30 ft. 20 2d3 nonlethal + 5d6
100 ft. 30 ft. 20 2d3 nonlethal + 6d6
110 ft. 30 ft. 25 2d3 nonlethal + 7d6
120 ft. 30 ft. 25 2d3 nonlethal + 8d6
160 ft. 30 ft. 30 2d3 nonlethal + 12d6
210 ft. 30 ft. 35 2d3 nonlethal + 17d6
240 ft. 30 ft. 35 2d3 nonlethal + 20d6*
* Maximum falling damage.

If the water is not deep enough for a safe dive, add 5 to the DC and treat your dive or fall as 30 feet higher than its actual height on the table above.

Extra Breath: As a move action, you can prepare yourself for a long submergence with some careful breathing. On a successful DC 15 Swim check, you can add 4 to the number of rounds you could otherwise hold your breath, provided you start to hold your breath immediately after making the check.

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.

TRUESPEAK (INT; TRAINED ONLY)

Use this skill to master the tortuous pronunciation of truenames, each of which involves a dozen syllables, precise timing, and vocalizations foreign even to the most multilingual character. If you're a truenamer, you use this skill every time you deliver an utterance or make a recitation. If you're a spellcaster with a truename spell at your disposal, you make a Truespeak check to cast the spell properly. Members of prestige classes such as the fiendbinder, acolyte of the ego, and brimstone speaker make Truespeak checks to activate their class features.

You can also make a Truespeak check as a free action to identify an utterance being spoken, even when it's not your turn. The DC of this check is equal to the DC to speak the utterance you wish to identify.

Of the standard classes, only the truenamer has Truespeak as a class skill. Other characters can avoid the high cost of cross-class skills by taking the Truename Training feat.

This skill doesn't represent your ability to learn and know truenames so much as it represents your ability to say them aloud. Each truename is complex and exacting enough that just overhearing a truename - even a personal truename - doesn't give you any particular facility for pronouncing it yourself. That takes continuous vocal exercises and endless study.

Check: You can pronounce the truename of a creature (such as "orc," "horse," or "red dragon") by succeeding on a Truespeak check with a DC of 15 + (2 × the creature's CR). For creatures that don't have Challenge Ratings, such as player characters, use a DC of 15 + (2 × the creature's HD). Speaking the truename of a magic item has a DC of 15 + (2 × item's caster level).

Speaking a creature's personal truename increases the DC of the Truespeak check by 2. You gain a +4 competence bonus on Truespeak checks for saying your own personal truename.

Because saying a truename is such an idiosyncratic, exacting task, you can't take 10 or take 20 on Truespeak checks.

Action: Speaking a truename is a standard action that provokes attacks of opportunity.

Try Again: Yes.

Synergy: If you have 5 ranks in Truespeak, you gain a +2 bonus on any Knowledge checks made to conduct truename research.

TUMBLE (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)

You can dive, roll, somersault, flip, and so on. You can't use this skill if your speed has been reduced by armor, 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.
50 You can climb up to 20 feet (as part of normal movement) by jumping and bouncing off walls, trees, or similar vertical surfaces. You must have at least two vertical surfaces to bounce off, and the two must be within 10 feet of each other.

Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble through. The DC for any Tumble check made to tumble into such a square is modified as indicated below.

Surface Is . . . DC Modifier
Lightly obstructed (scree, light rubble, shallow bog1, undergrowth) +2
Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) +5
Lightly slippery (wet floor) +2
Severely slippery (ice sheet) +5
Sloped or angled +2
1 Tumbling is impossible in a deep bog.

Accelerated Tumbling: You try to tumble past or through enemies more quickly than normal. By accepting a -10 penalty on your Tumble checks, you can move at your full speed instead of one-half your speed.

Free Stand: With a DC 35 Tumble check result, you can stand up from prone as a free action (instead of as a move action). This use of the skill still provokes attacks of opportunity as normal.

Ignore Falling Damage: For every 15 points of your Tumble check result, you can treat a fall as if it were 10 feet shorter than it really is when determining damage. A check result of 15-29 treats a fall as 10 feet shorter than it is, 30-44 as 20 feet shorter, 45-59 as 30 feet shorter, and so forth. With a check result of 100 or more, you can fall from any height and take no damage.

Sprinting Tumble: You can try to tumble past or through an opponent's space while running by accepting a -20 penalty on your Tumble check.

Action: Not applicable. Tumbling is part of movement, so a Tumble check is part of a move action.

Try Again: Usually no. An audience, once it has judged a tumbler as an uninteresting performer, is not receptive to repeat performances. You can try to reduce damage from a fall as an instant reaction only once per fall.

Special: If you have 5 or more ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus to AC. If you have 25 or more ranks in Tumble, you gain a +5 dodge bonus when fighting defensively instead of the usual +2 dodge bonus to AC (or the +3 dodge bonus from having 5 or more ranks). Increase this dodge bonus by +1 for every 10 additional ranks above 25 you have has.

If you have 5 or more ranks in Tumble, you gain a +6 dodge bonus to AC when executing the total defense standard action instead of the usual +4 dodge bonus to AC. If you have 25 or more ranks in Tumble, you gain a +10 dodge bonus to AC when executing the total defense standard action, instead of the usual +4 dodge bonus to AC (or the +6 dodge bonus from having 5 or more ranks). Increase this dodge bonus by +2 for every 10 additional ranks above 25 you have.

If you have the Acrobatic feat, you get a +2 bonus on Tumble checks.

Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance and Jump checks.

If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.

USE MAGIC DEVICE (CHA; TRAINED ONLY)

Use this skill to activate magic devices, including scrolls and wands, that you could not otherwise activate.

Check: You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.

You make a Use Magic Device check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.

You must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are summarized on the table below.

Task Use Magic Device DC
Activate blindly 25
Decipher a written spell 25 + spell level
Use a scroll 20 + caster level
Use a wand 20
Emulate a class feature 20
Emulate an ability score See text
Emulate a race 25
Emulate an alignment 30

Activate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a special +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but it doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally run when you cast a spell from a scroll that you could not otherwise cast yourself.

Decipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.

Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check.

Emulate an Alignment: Some magic items have positive or negative effects based on the user's alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.

Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).

Emulate a Race: Some magic items work only for members of certain races, or work better for members of those races. You can use such an item as if you were a race of your choice. You can emulate only one race at a time.

Use a Scroll: If you are casting a spell from a scroll, you have to decipher it first. Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check (see above).

This use of the skill also applies to other spell completion magic items.

Use a Wand: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. This use of the skill also applies to other spell trigger magic items, such as staffs.

Action: None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.

Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.

Special: You cannot take 10 with this skill.

You can't aid another on Use Magic Device checks. Only the user of the item may attempt such a check.

If you have the Magical Aptitude feat, you get a +2 bonus on Use Magic Device checks.

Synergy: If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.

If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks related to scrolls.

If you have 5 or more ranks in Use Magic Device, you get a +2 bonus to Spellcraft checks made to decipher spells on scrolls.

USE PSIONIC DEVICE (CHA; TRAINED ONLY)

Use this skill to activate psionic devices, including power stones (chunks of crystal that store specific powers) and  dorjes (slender crystal wands charged with several uses of the same power), that otherwise you could not activate.

Check: You can use this skill to address a power stone (to learn what powers are encoded on it) or to activate a psionic item. This skill lets you use a psionic item as if you had the manifesting ability or class features of another class, as if you were a different race, or as if you were a different alignment.

You make Use Psionic Device checks each time you activate a device such as a dorje. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant emulation checks once per hour.

You must consciously choose what to emulate. That is, you must know what you are trying to emulate when you make an emulation check. The DCs for various tasks involving Use Psionic Device are summarized on the table below.

Use Psionic Device DC
Task
25
Activate blindly
25 + power level Address a power stone
See text Emulate an ability score
30
Emulate an alignment
20
Emulate a class feature
25
Emulate a race
20
Use a dorje
20 + manifester level Use a power stone

Activate Blindly: Some psionic items are activated by special specific thoughts or conceptions. You can activate such items as if you were using the activation method, even if you're not and even if you don't know it. You do have to use something equivalent. You have to wave the item around or otherwise attempt to get it to activate. You get a special +2 bonus if you've activated the item at least once before.
If you fail the check by 10 or more, you suffer brainburn. This brainburn affects you in the same way as brainburn that can occur when you attempt to manifest a power from a power stone, except that the damage is 1d4 points per power level instead of 1d6. Brainburn damage from activating blindly is in addition to brainburn damage from manifesting a power from a power stone.

Address a Power Stone: Successfully addressing a power stone allows you to find out what power or powers it contains. Doing this requires 1 minute of concentration.

Emulate an Ability Score: To manifest a power from a power stone, you need a high ability score in the appropriate ability. Your effective ability score (appropriate to the class you're emulating when you try to manifest the power from the power stone) is your 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 psionic items have positive or negative effects based on your alignment. Use Psionic 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 psionic item. Your effective level in the emulated class equals your check result minus 20. This skill does not let you use the class feature of another class. It just lets you activate items as if you had the 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 as a separate check (see above).

Emulate a Race: Some psionic items work only for certain races, or work better for those of certain 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 Dorje: Normally, to use a dorje, you must have the dorje's power on your class power list. This use of the skill allows you to use a dorje as if you had a particular power on your class power list. This use of the skill applies to other power trigger psionic items, if applicable.

Use a Power Stone: Normally, to manifest a power from a power stone, you must have the power stone's power on your class power list. This use of the skill allows you to use a power stone as if you had a particular power on your class power list. The DC is equal to 20 + the manifester level of the power you are trying to manifest from the power stone.
Note: Before you use a power stone, you must first have addressed it to determine what powers it contains. In addition, manifesting a power from a power stone requires a minimum score (10 + power level) in the appropriate ability. If you don't have a high enough score, you must emulate the ability score with a separate check (see above). This use of the skill applies to other power completion psionic items.

Action: None. The Use Psionic Device check is made as part of the action (if any) required to activate the psionic item.

Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, you can't try to activate it again for a day.

Special: You cannot take 10 with this skill.

You can't aid another on Use Psionic Device checks. Only the user of the item can attempt such a check.

A character with the Psionic Affinity feat gets a +2 bonus on Use Psionic Device checks.

Synergy: If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Psionic Device checks related to power stones.

If you have 5 or more ranks in Use Psionic Device, you get a +2 bonus on Psicraft checks to address power stones.

USE ROPE (DEX)

With this skill, you can make firm knots, undo tricky knots, and bind prisoners with ropes.

Check: Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.

Use Rope DC Task
10 Tie a firm knot
101 Secure a grappling hook
15 Tie a special knot, such as one that slips, slides slowly, or loosens with a tug
15 Tie a rope around yourself one-handed
15 Splice two ropes together
Varies Bind a character
50 Quick splicing
60 Tie unique knot
80 Animate held rope
1 Add 2 to the DC for every 10 feet the hook is thrown; see below.

Secure a Grappling Hook: Securing a grappling hook requires a Use Rope check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet). Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight. This check is made secretly, so that you don't know whether the rope will hold your weight.

Bind a Character: When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check. You get a +10 bonus on this check because it is easier to bind someone than to escape from bonds. You don't even make your Use Rope check until someone tries to escape.

Quick Splicing: You can splice two ropes together as a move-equivalent action.

Tie Unique Knot: You can tie a knot that only you know how to untie. This doesn't affect any Escape Artist checks made to escape these bindings.

Animate Held Rope: You can command any rope you hold as if it had the animate rope spell cast upon it (except that using the skill in this way doesn't grant any bonus on Use Rope checks made with the animated rope). Each command requires a separate Use Rope check. Because the effect isn't magical, it can't be dispelled.

Quick Knot-Tying: You can try to tie a knot, a special knot, or a rope around yourself more quickly than normal. By accepting a -10 penalty on your Use Rope check, you can accomplish any one of these tasks as a move action (rather than a full-round action).

Rappelling: In conjunction with the Climb skill, you can make Use Rope checks to rappel down a rope. See the Climb skill, earlier in this section, for details.

Action: Varies. Throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, tying a special knot, or tying a rope around yourself one-handed is a full-round action that provokes an attack of opportunity. Splicing two ropes together takes 5 minutes. Binding a character takes 1 minute.

Special: A silk rope gives you a +2 circumstance bonus on Use Rope checks. If you cast an animate rope spell on a rope, you get a +2 circumstance bonus on any Use Rope checks you make when using that rope. These bonuses stack.

If you have the Deft Hands feat, you get a +2 bonus on Use Rope checks.

Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.

If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.

If you have 5 or more ranks in Escape Artist, you get a +2 bonus on checks made to bind someone.