Basic Skill Info: (Links- Skill Use / Descriptions)
- Skill Ranks = time invested in each skill; cannot put more ranks in a skill than your total level
- Class Skills = skills your class trains at. As a result you get a +3 bonus to that skill; do not stack class skills if you mulitclass later
- Gaining Levels: gain additional ranks = to Class Skill Ranks/Level + Int modifier
- Humans get +1 rank/level
- PCs who take a level in their Favored Class can choose +1 HP OR +1 skill rank/level
- Aid Another: roll 10+ on check add +2 to character you're helping on his/her check; Can't aid when the skill description restricts it
- UNTRAINED: d20 + ability modifiers + racial modifiers
- TRAINED: d20 + skill ranks + ability modifiers + racial modifiers
- TRAINED CLASS SKILL: d20 + skill ranks + ability modifiers + racial modifiers +3
When all else fails... fling the Halfling |
ATHLETIC & SENSE SKILLS
- Acrobatics: DEX (Armor Check Penalty)
- Tightrope Walk: <3' wide DC 0; 1-3' wide DC 5; 7-11" DC 10; 2-6" DC 15; >2" DC 20
- Combat Move: 1/2 movement; move through threatened space (DC = CMD of foe); move through foe's space (DC = CMD +5 of foe) +10 DC to move at full speed
- Long Jump: DC = distance jumped (10' jump DC = 10)
- High Jump: DC = height jumped x 4
- Soften Fall: DC 15 reduces 10' off fall
- DCs double without 10' running start
- Fail by 4 or less, make DC 20 Reflex Save to grab other side
- Fail by 5+ = fall
- Climb: STR (Armor Check Penalty)
- Climbing Rate: 1/4 normal speed / both hands need to be free
- Lose Dex to AC; can't use shield; Take damage make climb check vs. DC of wall
- Slope = 60 degrees or less
- Accelerated Climb: -5 to roll move 1/2 normal speed
- Make Handholds/Footholds: 1 minute per piton; 1 piton/5' (DC 15 climb wall with pitons)
- Catch Self if Fall: DC = Wall's DC +20 / DC = Slope's DC +10
- Catch a Falling PC: Melee touch attack to catch them + roll Climb Check (DC = wall's DC +10) CANNOT exceed heavy load limit or you both fall
- Climb check fails by 4 or less = no advancement / 5+ = fall
- Perception: WIS (Intentional- Move Action)
- Opposed by Stealth to notice foe/avoid surprise / Notice fine details
- -10: Hear sound of battle / rotting garbage
- 0: Smell of smoke / Hear details of conversation / notice visible creature
- 5: Determine if food is spoiled
- 10: Hear sound of creature walking
- 15: Find average concealed door / hear details of whispered conversation
- 20: Find average secret door; hear sound of key turning in lock
- 25: Bow drawn / burrowing creature under you
- Pickpocket: Opposed by Sleight of Hand
- Stealth: Opposed by Stealth
- Trap: DC of trap
- ID poison (taste): 15 + Potion's caster level
- Hawk/Owl Familiar provides +3 to skill
- Ride: DEX (Armor Check Penalty) -5 bareback / +2 Military Saddle (Stay in saddle)
- DC 5: Guide with knees; stay in saddle
- 10: Fight with Combat Trained Mount
- 15: Cover; Soft Fall (fail check d6 dmg + prone) ; Leap (failure- fall for d6 dmg + prone as the mount jumps); Spur Mount (+10' speed for 1 round; deals d3 dmg; mount fatigued after number of rounds = Con Score)
- 20: Control mount in hear of battle (use on noncombat trained mount; failure- you can take no actions that round); fast mount/dismount (as a Free Action not a Move Action)
- Swim: STR (Armor Check Penalty)
- Move 1/2 movement rate in water (Full Round); 1/4 (move action)
- Fail by 4 or less = no progress; 5+ go underwater
- Hold Breath: # rounds = to 2x Con score if you do nothing but move or free actions; -1 round for each standard or full round action; After that roll DC 10 +1/round until you surface or fail roll
- Each hour you swim, DC 20 Swim check or take d6 nonlethal damage
- DC 10- calm water
- DC 15- rough water
- DC 20- stormy water
Human Horse Lord |
- Appraise: INT (Can't retry on same item)
- DC 20: determine value of common item; succeed by +5 determine if it has magical properties; fail 5 or less determine value within 20% (standard action)
- Determine most valuable item in treasure hoard DC 20 (full round action)
- +3 bonus with Raven familiar
- Craft: INT
- Requires tools of trade: -2 with improvised tools / +2 mastercraft
- CREATE ITEMS
- Item's price in CP (5 CP = 1 SP)
- Find DC of item under Craft Skills
- Pay 1/3 price of item for raw materials
- Takes 1 week +/- results
- Make Craft Check (x result by DC; if it is = or more to the price in CP then the item is finished; if it is double/triple the price you completed it in 1/2 the time; if it is under the price this is the progress made so far- note this and try again after another week.
- Fail by 4 or less = no progress
- Fail by 5+ = ruin 1/2 raw materials
- REPAIR ITEMS
- Cost = 1/5 of item's price
- Roll as above
- Practice Trade: Earn 1/2 check result in SP per week of dedicated work
- CRAFT Skills: Alchemy; Armor; Bows; Traps; Weapons; Varies on Item
- Handle Animal: CHA (Trained Only)
- UNTRAINED: CHa check to Handle / push an animal cannot train
- Handle Animal: DC 10 Command animal to perform a task it knows
- Push an Animal: DC 25 Perform trick it could know but doesn't; forced march (+2 DC if it is wounded)
- Teach Animal Trick: DC 15-20 (1 week to teach 1 trick; Int 1 learn 3 tricks; Int 2 learn 6 tricks
- 15- Down; Come; Fetch; Heel; Perform; Seek; Stay; Work
- 20- Attack; Defend; Guard; Track
- Train Animal for general Purpose: DC 15-20 (weeks)
- 15- Heavy Labor (2); Performance (5); Riding (3)
- 20- Combat Training (6); Fighting (3); Guarding (4); Hunting (6)
- Rear Wild Animal: DC 15+ HD of animal
- Rear 3 at a time of the same species
- Heal: WIS
- DC 15- First Aid; Long Term Care; Treat wounds from caltrops, spike growth or stones
- First Aid: save dying character- stabilize (Standard Action)
- Long Term: 1 day+ / Tend 6 patients as light activity (8 hours/day)
- 2 HP/8 hours rest OR 2 ability score points/8 hours
- 4 HP/full day rest OR 4 ability score points/full day
- Treat Wounds: Remove movement penalty (10 minutes)
- DC 20- Treat deadly wounds (1 hour)
- Treat Deadly Wounds: Restore 1 HP/level; exceed DC by 5+ add Wis modifier to this; Need to treat within 24 hours of injury and no more than 1/day (expend 2 uses from Healer's Kit; -2 skill without kit)
- Special: Treat Poison or Disease (Poison or Disease save DC)
- Roll Heal whenever character needs to roll vs. poison/disease; roll more than DC gain +4 on save
- Knowledge: INT (Trained Only) Choose 1 skill specialty
- DCs- Simple ? (10); Basic ? (15); Tough ?s (20-30);
- ID Monsters: DC = 10 + CR (uncommon) / 5 + CR (common) / 15 + CR (rare)- Recall basic facts +1/5 points over DC
- Cannot try again
- Use Library add d4 hours to time
- Arcana (Dragons, Magical Beasts, Magic, Arcane Symbols)
- Dungeoneering (Aberations, Caverns, Oozes, Spelunking)
- Engineering (Buildings, Aqueducts, bridges, fortifications)
- Geography (Lands, Terrain, Climate, People)
- History (Wars, foundings, ancient times)
- Local (legends, customs, laws, customs, races common there, NPCs of note)
- Nature (animals, fey creatures, humanoids, plants, seasons, weather, vermin)
- Nobility (Lineages, heraldry, royalty, quirks of NPCs of noble station)
- Planes (Inner, Outer, Ethereal, Astral, outsiders, planar magic)
- Religion (gods/goddesses, mythic history, ecclesiastic tradition, undead)
Dwarven Smith |
- Linguistics: INT (Trained Only) Rolled by DM
- Decipher Writing in Unfamiliar Language (1 minute)
- DC 20 (simple messages); 25 (standard texts); 30+ (intricate/exotic/old)
- Success: understand gist of 1 page of text (DM roll on failure to see if you draw the wrong conclusion)
- Create/Detect Forgeries: Opposed by Linguistics Check of reader (d4 minutes/page to create; 1 round to detect)
- Not Specific to 1 Person: seen document once; +8 to roll
- Signature: need sample from target; +4
- Longer Document: Large sample of writing needed
- Learn an Language: Each rank put into this skill = ability to speak/read new language
- Abyssal (Demons, CE outsiders)
- Aklo (Evil fey, Derros, Inhuman monsters)
- Aquan (water based creatures)
- Auran (flying creatures, air elementals)
- Celestial (angels; good outsiders
- Common (core races)
- Draconic (Dragons, reptilian humanoids)
- Druidic (Druids only)
- Dwarven, Elven, Goblin, Gnome, Gnoll, Halfling, Orc
- Giant (ogres, trolls, giants, cyclopses, ettins)
- Ignan (fire based creatures)
- Infernal (Devils, LE outsiders)
- Sylvan (Centaur, fey creatures, unicorns)
- Terran (earth based creatures)
- Undercommon (Drow, Duergar, svirfneblin)
- Perform: CHA
- (Choose One from following list)
- Increase DC by 2 for each previous failure in same community
- Increase/decrease DC for (un)favorable conditions
- +2 DC Busy Street Corner; Crowded Inn; Indifferent crowd
- +5 DC Terrible Conditions (Unfriendly crowd); Inclement weather
- -2 DC Favorable Conditions (booked ahead of time); Friendly crowd
- DC 10- Routine Performance / Earn d10 bp/day
- DC 15- Enjoyable Performance / Earn d10 cp day
- DC 20- Great Performance / Earn 3d10 cp day (prosperous city) Eventually come to the attention of a local troupe; regional reputation over time
- DC 25- Memorable Performance / Earn 1d6 sp day (prosperous city) Eventually come to the attention of noble patrons; develop national reputation
- DC 30- Extraordinary Performance / Earn 3d6 sp/day (prosperous city) Eventuall y draw attention of distant patrons
- Acting
- Comedy
- Dance
- Keyboard Instruments
- Oratory (Storytelling)
- Percussion Instruments
- String Instruments
- Wind Instruments
Half-Elf Bard |
Halfling Chef |
- Profession: WIS (Trained Only)
- Skilled at a specific job/vocation; unlike Craft, does not create a specific product
- Earn 1/2 Profession Check in SP/week of dedicated work
- Untrained workers earn 1 cp/day
- DC 10- answer basic ?s about job
- DC 15+ complex ?s
- Spellcraft: INT (Trained Only)
- +2 checks on item related to school; -5 opposition school
- ID Spell: No action to use while spell is cast; Use Perception for distance, conditions...
- DC 15 + level of spell
- Learn Spell: 1 hour/level of spell (0-level spells take 30 minutes)
- DC 15 + spell level (learn spell from scroll/spell book; prepare spell from borrowed book; retry after 1 week to learn spell, after 1 day to prepare it)
- DC 20 + spell level (Decipher scroll)
- Ascertain properties of magic item takes 3 rounds/item
- DC 15 + caster level ID item after using Detect Magic
- Survival: WIS
- DC 10- get along in wild; Move 1/2 overland speed and forage/hunt; provide food/water for 1 other person per 2 points over 10
- DC 15- +2 Fort saves vs. severe weather; move 1/2 overland rate OR +4 on Fort saves if you remain in one place; grant same bonus to +1 person per point over 15
- DC 15- keep from getting lost; avoid natural hazards
- DC 15- Predict weather for 24 hours; for every 5 points over, predict 1 additional day
- Follow Tracks- find/follow for 1 mile; new roll if conditions change; Move 1/2 movement rate to follow tracks; -5 check at normal rate; -20 check at 2x move
- DC 5- Very soft ground
- DC 10- Soft ground
- DC 15- Firm ground
- DC 20- Hard ground
- Use Magic Device: CHA (Trained Only)
- DC 25- Activate device blindly
- DC 25 + spell level- Decipher written spell
- DC 20 + caster level- Use a scroll; emulate class feature
- DC 25- Emulate a race
- DC 30- Emulate an alignment
SOCIAL SKILLS
- Bluff: CHA (Try Again: -10 if 1st attempt failed) DM makes roll
- Opposed by Sense Motive
- Lie (full round action)
- Feint: Deny foe Dex modifier to AC for your next attack; DC = 1- + BAB +Wis modifier OR Sense Motive (if trained) [standard action]
- Secret Messages: DC 15 = simple message / DC 20 = complex (2x as long as uncoded message)
- Fail by 5+ you deliver wrong message
- Opposed Sense Motive decodes message vs. Bluff result
- +3 bonus Viper familiar / Deceitful Feat
- Diplomacy: CHA (DM makes roll)
- Change Initial Attitude: DC = starting attitude + CHA modifier; Results last d4 hours
- Success = improve attitude by 1 step + additional steps for ever 5 over the DC
- Failure: 4 or less = no change; 5+ = increase by 1
- takes 1 minute continues action / CANNOT use more than 1x per 24 hours
- Make Requests: If attitude is Indifferent or better roll vs DC of target +/- nature of request; Helpful NPCs generally don't require a check unless it goes against their alignment or puts them in danger / takes 1+ rounds of action
- Simple advice/directions (-5)
- Detailed advice; Simple aid (+0)
- Reveal unimportant secret; Give complicated/lengthy aid (+5)
- Give dangerous aid (+10)
- Reveal important secret (+10 or more)
- Give aid that could result in punishment (+15 or more)
- Additional Requests (+5 per request)
- Gather Information: Choose a topic or person and spend d4 hours asking around at markets, taverns...
- Common Facts/Rumors DC 10
- Obscure/Secret Knowledge DC 20+
- Intimidate: CHA (DM makes roll)
- Force Opponent to Act Friendly: d6x10 minutes (DC = 10 + Target's HD + Wis modifier) Requires 1 minute of sustained action
- Success: Give information; take actions that don't involve danger; offer limited assistance
- Target treats you as Unfriendly and may report you to local authorities; Fail by 5+ target might mislead you or hinder you
- Demoralize: Shake opponent's resolve (DC = 10 + target's HD + Wis) for 1 round/5 points over DC; Target must be within 30' and can see clearly (Standard Action)
- Try Again: +5 DC on same target within 1 hour of last attempt
- +4 to checks if you are larger than target; -4 if you are smaller; +2 if you're a half-orc
- Sense Motive: WIS
- Avoid Bluff Skill used against you
- Determine Secret Message- Opposed by Bluff skill (DM makes roll)
- -2 per piece of information missing; Succeed by 4 or less, know message is being sent, just not the gist; 5+ determine meaning of message; Fail by 5+ infer wrong message
- Determine Something Amiss (DM makes roll) Retry after 1 minute
- DC 20- Hunch in social situations (someone holding back, lying, not right)
- DC 15 - 25 Sense Enchantment (sense outside influence
- DC 15 Dominated; DC 25 Enchanted
- Disable Device: DEX (Armor check penalty / Trained Only)
- Disarm Trap / Sabotage Device: Check made in secret /
- Simple: 1 round; DC 10 (jam a lock)
- Tricky: d4 rounds; DC 15 (sabotage a wheel)
- Difficult: 2d4 rounds; DC 20 (disarm trap; reset a trap)
- Extreme: 2d4 rounds; DC 25+ (disarm complex trap; sabotage clockwork device)
- +5 DC to leave no trace behind
- Succeed by 10+ study trap & bypass it without setting it off
- Fail by 4 or less = try gain
- Fail by 5+ = trigger trap / think sabotage is successful
- Open Locks: +10 DC without Lock Picks; Full round action
- Simple DC 20
- Average DC 25
- Good DC 30
- Superior DC 40
- Disguise: CHA
- Opposed by Perception if you draw attention to self; Check made by DM
- Guards take 10 on Perception rolls unless distracted
- Takes d3x10 minutes to create most disguises
- Change Appearance
- +5: minor details only
- -2: different gender; race; age category
- -10: different size category +/- 1 only
- Impersonate Specific Individual: targets get to take 10 on Perception rolls adding a Perception bonus.
- Escape Artist: DEX (Armor check penalty)
- Requires 1 minute to escape/squeeze through a tight space; 1 round to escape a pin/grapple; If the DC is greater than 20 + Escape Artist then it is not possible to escape
- Ropes: DC = binders CMB +20
- Manacles: see table
- Tight Space: DC 30
- Sleight of Hand: DEX (Armor check penalty / Trained Only)
- Opposed by observer's Perception check to notice theft/action
- Filch- (Palm coin sized object)- DC 10
- Pick Pockets- DC 20 (opposed by Perception; beats Sleight of Hand roll- observes you take the item (Cannot Pick Pockets untrained)
- Conceal weapon/object- (small objects/light weapons; +2 hide a dagger; +4 hide coin, shuriken, ring sized object; +2 heavy/baggy clothing or specially designed clothing) Opposed by Perception +4 if observer frisks you
- Draw Hidden Weapon- Standard action
- Entertain: (As Perform Skill- juggle, street magic...)
- Retry vs. same target takes a +10 to DC
- Stealth: DEX (Armor check penalty)
- Opposed by Perception; Move 1/2 movement and take no penalty; -5 movement greater than 1/2 but less than full / Size bonus/penalty applies
- NEED cover/concealment to use skill; Bluff can distract at -10 to Stealth because you have to move faster
- Sniping: If you used Stealth at least 10' from target, you can make 1 ranged attack and use Stealth again at -20 to roll
- Create Diversion to Hide: Use successful Bluff opposed by Sense Motive to allow a Stealth check
- Invisibility: +40 to roll if you remain still; +20 if moving
Hobgoblin Pick Pocket |
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