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Skills

Page history last edited by Ian 10 years, 2 months ago

 


Skill Basics

Skill Modifier

Training Modifier
Untrained 1/2 Level + Ability
Trained 1/2 Level + Ability+5
Focused 1/2 Level + Ability+10

 

Starting Skills

At Level 1, each role gains a number of Skill Training feats. Adept's and Warrior's gain 4+Int Skill Training feats. The Expert gains 8+Int Skill Training feats.

 

Increasing Skills

As you level up, you gain additional Skill Training Feats. These feats can be applied to Train in a new skill or to Focus on an existing skill. Every 4 expert Levels, you gain an aditional skill training feat. Adept and Warrior Levels count as 1/2 an Expert Level in this case. For example, an Expert 6 Warrior 4 would have 2 additional Skill training feats.

 

Acrobatics 

(Dex, Trained Only)

You can flip, dive, roll and perform other acrobatic maneuvers.

Slow Fall: You can make an Acrobatics check (Difficulty 15) to lessen the damage from a fall. Reduce the fall length by 10'. For every +5 over the DC, reduce the fall by an additional 10'. A fall reduced to 0 feet does no damage.

Move through Difficult Terrain: You can make an Acrobatics check DC 10 to treat a square of difficult terrain as normal terrain. For every +5 over the DC you can treat an additional square as normal. Threatened areas count as difficult terrain.

Move through Opponent: You can make an Acrobatics check (Difficulty FD+5) to move through a space occupied by an opponent. A failed roll means you don't get past the obstacle.

Balancing: You can walk on a precarious surface. A successful check lets you move half your speed along the surface as a move action. A failure indicates you spends your move action just keeping your balance and do not move. A failure by 5 or more indicates you fall. The Difficulty is based on the surface. You care flat-footed when balancing. If you take any damage while balancing, you must make another Acrobatics check to avoid falling.

''Surface'' ''Difficulty''
More than 12 inches wide 5
7-12 in. wide 10
2-6 in. wide 15
Less than 2 in. wide 20
Uneven or angled +5
Slippery surface +5

Avoiding Being Tripped: You can use 10+Acrobatics instead of CMD to avoid been tripped.

Feint: You can make an Acrobatics check to feint in combat. See the Combat chapter.

Instant Up: You can make an Acrobatics check (Difficulty 20) to stand up from a prone position as a free action rather than a move action.

Performance: You can use Acrobatics as if it were the Perform skill to impress an audience.

Acrobatic Charge: You can turn 45º as part of a charge with a DC 15 acrobatics check. For each +5 to the DC, you can turn another 45º

Save Bonus: You take action to foil an opponent’s special attacks. You must make a skill check as a standard action. You gain a +2 bonus to your Reflex save against a single effect or opponent of your choice with a DC 15 check. You increase this bonus by +1 for every 5 points you increase the Difficulty Class, with no limit on the bonus you can gain. This bonus lasts until the start of your next action.

Challenges: You can take the following challenges with Acrobatics:

Accelerated Acrobatics: You can try to cross a precarious surface faster than normal. If you increase the Difficulty by 5, you can move your full speed as a move action. Moving twice your speed in a round requires the penalty plus two skill checks, one for each move action.

Perfect Balance: In return for increasing the Difficulty of your Acrobatics check by 5, you move with such grace and agility that you are not flat-footed when balancing.

Perilous Balance: You can shake or disturb the surface on which you are balancing (e.g., swaying on a tightrope). If your check succeeds after increasing the Difficulty by 5, you keep your balance and impose a +5 modifier on the Difficulty of all Acrobatics checks others must make on the surface until the next round.

 

 

Athletics

(Str)

The Athletics skill combines the Climb, Jump and Swim sub-skills. For checks involving those skills, the rules in the skills chapter of the True20 core rules are to be used.

Climb

You're skilled in scaling angled and uneven surfaces.

Check: With each successful Climb check, you can move up, down, or across a slope, wall, or other steep incline at one-quarter your normal speed. The Difficulty of the check depends on the conditions of the climb.

A failed Climb check means you make no progress, and a check that fails by 5 or more means you fall from whatever height you attained (unless you are secured with some kind of harness or other equipment).

If you fall, make a Climb check (Difficulty equal to climb's Difficulty + 10). Success means you arrest your fall about halfway and suffer no damage.

It's somewhat easier to catch someone else who falls, assuming they are within arm's reach. Make a Climb check (Difficulty equal to climb's Difficulty +5) to do so. If you fail the check, you do not catch the other person. If you fail by 5 or more, you fall as well.

''Difficulty'' ''Example Wall or Surface or Task''
0 A slope too steep to walk up.
5 A knotted rope with a wall to brace against.
10 A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and stand on, such as a rugged cliff face.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock surface, a tree, or an unknotted rope. Pulling yourself up when dangling by your hands.
20 An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds.
25 A rough surface with no real handholds or footholds, such as a brick wall.
25 Overhang or ceiling with handholds but no footholds.
- A perfectly smooth, flat, vertical surface can't be climbed.
-10 Climbing inside an air duct or other location where one can brace against two opposite walls (reduces normal Difficulty by 10).
-5 Climbing a corner where a character can brace against perpendicular walls (reduces normal Difficulty by 5).
+5 Surface is slippery (increases normal Difficulty by 5).

Fighting While Climbing: Since you can't easily avoid attacks, you are flat-footed while climbing (losing your dodge bonus to Defense). Any time you take damage while climbing, make a Climb check against the Difficulty of the climb. Failure means you fall.

Catching yourself when Falling: Climb DC+10.

Challenges: You can take the following challenges with Climb:

Accelerated Climb: You can try to climb more quickly than normal. By accepting a +5 Difficulty modifier to your check, you can move half your speed instead of one-quarter your speed while climbing. You can accept this challenge twice, for a total Difficulty modifier of +10, to move at your normal speed while climbing.

Fighting Climb: You can accept a +5 Difficulty modifier to a Climb check to avoid been flat-footed while climbing.

Secured Climb: If you take a +5 Difficulty modifier to your Climb check, you do not have to make a Climb check to maintain your position if you take damage. You climb in such a way as to brace yourself for any attacks.

Action: Climbing is a move action.

Special: Someone using a rope can haul a character up (or lower a character down) by sheer strength. Use a character's carrying capacity to determine how much weight he can lift in this way.

Jump

You can jump further than usual.

Check: Distance moved by jumping, which is a move action, is counted against your maximum movement in a round. You can start a jump at the end of one turn and complete the jump at the beginning of your next turn.

Feint: You may make an Athletics check to feint in combat. See the Combat chapter.

Long Jump: This is a horizontal jump. At the midpoint of the jump, you attain a vertical height equal to one-quarter the horizontal distance. The distance of a long jump is the result of the check.

High Jump: This is a vertical leap, made to jump up to grasp something overhead, such as a tree limb or ledge. The height the jum is 1/4 the result of the check.

Running Jump: Taking at least a 10' run, you gain a +5 to the jump check.

Hop Up: You can jump up onto an object of half your height or less with a Difficulty 10 Jump check. Doing so counts as 2 squares of movement.

Try Again: No.

Action: Jumping is part of your movement. Feinting with Jump is a

Special: Characters with greater-than average speed receive a bonus on their Jump checks for long jumps equal to +2 for every 10 ft. of speed they have above 30 ft.

Swim

You can swim and maneuver underwater.

Check: A successful Swim check allows you to swim one-quarter your speed as a move action or half your speed as a full-round action. If the check fails, you make no progress through the water. If the check fails by 5 or more, you go underwater. If you are underwater, you must hold your breath to avoid drowning. The Difficulty for the Swim check depends on the condition of the water:

Water Difficulty
Calm water 10
Rough water 15
Stormy water 20

Each hour you swim, make a Swim check (Difficulty 20). If the check fails, you suffer from fatigue. Unconscious characters go underwater and immediately begin to drown.

Challenges: You can take the following challenges with Swim:

Accelerated Swim: For a +5 Difficulty increase, you increase your swimming speed by one-quarter your normal speed. You can take this challenge up to three times to increase your swimming speed up to your normal speed. You suffer the normal effects of failing your Swim check.

Rescuing: Rescuing another character who cannot swim (for whatever reason) increases the Difficulty of your Swim checks by +5, but allows both of you to remain afloat.

Action: A Swim check is either a move action or a full-round action, as described above.

 

Bluff 

(Cha)

Bluff is the skill of making the outlandish seem credible. It covers acting, fast-talking, trickery, and subterfuge.

Check: A Bluff check is opposed by the target's Feint Defense (10+1/2 Level+Wis or 10+Sense Motive/Bluff), (it's harder to bluff someone who knows all the tricks). Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can work against you: the bluff is hard to believe, or the action the bluff requires goes against the target's self-interest, nature, or orders.

If it's important, the Narrator can distinguish between the two.

A successful Bluff check indicates the target reacts as you want, at least for a short time (usually 1 round or less), or the target believes something you want him to believe.

Example Circumstances Feint Defense Modifier
The target wants to believe the character. -5
The bluff is believable and doesn't affect the target much one way or the other. +0
The bluff is a little hard to believe or puts the target at some kind of risk. +5
The bluff is hard to believe or entails a large risk for the target. +10
The bluff is way out there; it's almost too incredible to consider. +20

Diversion: You can use Bluff to help you hide. A successful Bluff check gives you the diversion needed to attempt a Stealth check while people are aware of you.

Feint: Feinting is no longer limited to Bluff. See the Combat chapter. 

Befriend: You can Befriend using Bluff.

Innuendo: You can use Bluff to send secret messages while talking about other things. The Difficulty for a basic message is 10. Complex messages have Difficulties of 15 or 20. The recipient of the message, and anyone listening in, makes a Bluff or Sense Motive check against the same Difficulty to understand your message. Whether trying to send or understand a message, a failure by 5 or more points means the receiver misinterprets the message in some fashion.

Use Supernatural Device: You make a Use Magic Device check each time you activate a supernatural item. The DCs are as following:

Device is
DC
wand or scroll
15+Item's effective Ranks
Staff, Race, or Alignment based
20+Item's effective Ranks

 

 

Challenges: You can take the following challenges with Bluff:

Conversational Paralysis: In return for a -5 penalty to your Bluff check, a successful check dazes your target for one round. Your claims are so outlandish the target can do nothing but sputter or reel in confusion. This skill challenge does not work in combat situations. Each additional -5 check penalty you accept increases the duration of the effect by one round.

Durable Lie: In return for a -5 penalty on your check, your target believes your bluff longer than usual. The target continues to act as you wish for an additional round. You can apply another -5 penalty to extend this to two rounds. This challenge does not work with the feint use of Bluff.

Try Again: Generally, a failed Bluff check makes the target too suspicious to try again in the same circumstances. For feinting in combat, you may try again freely.

Action: A bluff takes at least a full round, but can take much longer if you try something elaborate. Using Bluff as a feint in combat is a standard action, as is using Bluff to create a diversion to hide.

 

Concentration: 

(Wis)

You can focus your mind and concentrate despite distractions.

Check: Make a Concentration check whenever you might be distracted (by damage, harsh weather, and so on). If the check succeeds, you may continue what you are doing. If the check fails, the action you're attempting also fails. The check Difficulty depends on the nature of the distraction.

Distraction Difficulty
Bruised during the action 5 + 2/maintained Power
Dazed during the Action 10 + 2/maintained Power
Staggered during the Action 15 + 2/maintained Power
Vigorous motion (bouncy vehicle ride, small boat in rough water, belowdecks in a storm-tossed ship, riding a horse) 5 + 2/maintained Power
Violent motion (very rough vehicle ride, small boat in rapids, on deck of storm-tossed ship, galloping horse) 10 + 2/maintained Power
Extraordinarily violent motion (earthquake) 15 + 2/maintained Power
Bound, grappling or pinned Grappler's CMD

Resist Conditions: With a successful Concentration check you can resist the penalties of certain conditions. See the table for details:

Condition Concentration

Difficulty

Success Result
Stunned 25 Ignore the effects of the stunned condition.
Staggered 25 You may take both a move and a standard action this round.
Disabled 30 You do not begin dying after taking a strenuous action.

Save Bonus: You take action to foil an opponent’s special attacks. You must make a skill check as a stnadard action. You gain a +2 bonus to your Will save against a single effect or opponent of your choice with a DC 15 check. You increase this bonus by +1 for every 5 points you increase the Difficulty Class, with no limit on the bonus you can gain. This bonus lasts until the start of your next action.

Try Again: Yes, though a success doesn't cancel the effects of a previous failure, such as the disruption of an action you were concentrating on.

Action: Making a Concentration check doesn't require an action; it is either a reaction (when attempted in response to a distraction) or part of another action (when attempted actively).

 

Craft

(Int, requires tools)

Craft is actually a number of separate skills involving arts and crafts. You must choose a specialty, such as chemical, electronic, mechanical, pharmaceutical, structural, or visual art, or others, as chosen by the Narrator. Training in one Craft specialty does not provide skill in other specialties.

Craft skills are specifically focused on making things. To use a Craft skill effectively, you must have an appropriate set of tools. 

Making items

The Difficulty, time, and resources required to make an item depend on its complexity, which depends on the setting and the level of technology available.The Difficulty of the Craft skill check is as follows, depending on the complexity of the item being created:

Complexity Craft Difficulty Examples
Simple 15 Garment, household item
Moderate 20 Fine garment, lock, weapon
Complex 25 Plate armor, mechanism
Advanced 30 Building, vehicle

To make a Craft check you must first purchase the materials required to create the item. The materials cost of an item is equal to its purchase Difficulty - 4 (to a minimum of 1). Once you have purchased the necessary materials you can make your Craft check. If your Craft check succeeds, you make the item. If the Craft check fails, you do not produce a usable end result, wasting your time. If you fail by 5+, any raw materials are wasted as well.

Repairing

You can use Craft skills to repair damaged items. In general, simple repairs have a Difficulty of 10 to 15, while more complex repair work has a Difficulty of 20 or higher. The repairs have a Wealth cost 5 lower than making the item (negligible for simple items).

Forgery

You can use Craft to produce forgeries in your areas of specialty. The result of the Craft check becomes the Difficulty for a Notice check to detect the forgery. The Narrator can modify either the Craft or Notice check based on the conditions and your familiarity with the original subject. Forgeries require raw materials in the same way as a Craft check to make an item.

Jury-Rigged Items: You can use this skill to create temporary or crude items. make a Craft check as normal, but do not make a Wealth check. In addition, it only takes a full-round action to create a Simple item and one minute to create a Moderate item. The final item has no sale value, and there is a 10% chance (a roll of 19 or higher on a d20) per hour of use that it breaks. You can't jury-rig an item with a purchase difficulty of more than 14. You must provide appropriate raw materials and tools as normal.

Time

The time taken to make an item or a forgery depends on the complexity of the object as well as the cost of the materials:

Complexity Time
Simple 2 hours × the materials cost of the item
Moderate 4 hours × the materials cost of the item
Complex 1 day × the materials cost of the item
Advanced 2 days × the materials cost of the item

Simple repairs take no more than a few minutes, while more complex repair work can require an hour or more to complete.You must spend Time Points to craft the item. Rememeber that each time point is roughly 8 hours of work.

 

Challenges

Fast Craft: You may add +5 or +10 to the indicated Difficulty to craft an item. This increase allows you to make the item faster than usual, reducing the time to 75% or 50% normal, respectively.

Masterwork: By increasing the Difficulty by +10, you can make a masterwork item.  The cost of a masterwork item is also increased, which in turn increases the time and the cost of the materials required to make it, as normal.

Careful Crafting: By doubling the time required to craft an item, you can decrease the Difficulty by 5.

Efficient Crafting: You may add +5 to the normal Difficulty to craft an item. This increase allows you to use your raw materials very efficiently, reducing their cost by a futher -1 (to a minimum of 1).

Jury-Rigged Items: You can use this skill to create temporary or crude items. make a Craft check as normal, but do not make a Wealth check. In addition, it only takes a full-round action to create a Simple item and one minute to create a Moderate item. The final item has no sale value, and there is a 10% chance (a roll of 19 or higher on a d20) per hour of use that it breaks. You can't jury-rig an item with a purchase difficulty of more than 14. You must provide appropriate raw materials and tools as normal.

Try again

Yes, although in some cases the Narrator may decide a failed attempt to repair an item has a negative effect, preventing further attempts.

Take 10 / 20

Generally, you can take 10 when using a Craft skill, but can’t take 20 since doing so represents multiple attempts, and you use up raw materials with each attempt. You can take 10 or take 20 on repair checks.

 

Diplomacy

You're skilled in dealing with people, from proper etiquette and social graces to a way with words and public speaking. Use this skill to convince people to do what you want them to do, or to just make them friendly towards you.

Check: You can convince people to accept your offers and suggestions with a successful Diplomacy check. There are two main uses of Diplomacy: Bargaining and Befriending.

Bargaining

You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The Difficulty for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.

If the Diplomacy check beats the Difficulty, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.

Base Difficulty = 10 + 1/2 level + Wisdom or 10+Diplomacy

The base Difficulty for any Diplomacy check is equal to the 10 + 1/2 level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each.

The Difficulty of the Diplomacy check is modified by the character's relationship with the other party:

Modifier Relationship Description
-10 Intimate Someone who with whom you have an implicit trust. Example: A lover or spouse.
-5 Ally Someone on the same team, but with whom you have no personal relationship. Example: A cleric of the same religion or a knight serving the same king.
+0 Indifferent No relationship whatsoever. Example: A guard at a castle or a traveler on a road.
+5 Enemy Someone on an opposed team, with whom you have no personal relationship. Example: A cleric of a philosophically-opposed religion or an orc bandit who is robbing you.
+10 Nemesis Someone who has sworn to do you, personally, harm. Example: The brother of a man you murdered in cold blood.

This relationship modifier may be further modified by -2 or +2 for characters that have some particular reason to be favourably or unfavourably inclined towards the hero, but perhaps haven't changed their basic relationship. For example: an Imperial agent the heroes spared the life of might still be an Enemy, but the normal +5 might be reduced to a +3 in that case.

The Difficulty is further modified by the risk and the reward the proposed deal offers:

Modifier Risk/Reward Description
-10 Fantastic The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for something of no value to the subject, such as information that is not a secret.
-5 Favorable The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.
+0 Even The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret.
+5 Unfavorable The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money.
+10 Horrible There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a castle.

Note that if the character wishes to lie about the deal being offered, a Bluff check is required. In negotiations, all participants roll opposed Diplomacy checks to see who gets the advantage. Opposed checks also resolve cases where two advocates plead opposing cases before a third party.

Befriending

Interaction skills can influence a character's attitude over time, and make them friendlier towards you. To adjust your relationship with another character, you must make FOUR successful Interaction checks against them. The Difficulty of these checks is equal to a normal bargaining use of Diplomacy, so it's:

10 +  1/2 target's level + Wisdom + Personality Modifier 10+Diplomacy + Personality Modifier

The Personality Modifier is assigned by the GM, and reflects that some NPCs can be swayed more easily by some interaction skills than by others. Som examples are illustrated as follows.

Example Bluff Diplomacy Intimidate
Coward +5 +0 -5
Rational +5 -5 +0

After four successes, the target's relationship with you improves by one category (you can't improve someone who's Intimate with you already). If you succeed on the check by more than 5, you gain two successes on that attempt. If you fail by 5 or more, you loose a success. If you fail by 5 or more and don't have any offsetting success, you decrease your relationship status by one.

You may only make one Interaction check against a given target per scene, and such a check requires spending at least an hour with the target (although you can be doing other things during that time).

You can use any of the three Interaction skills:

Bluff: You use flattery, guile and seduction to insinuate yourself to your target. If at any time they learn that you have been untruthfull, their Relationship status immeadiately degrades to Nemesis.

Diplomacy: You use arguments, logic and personability to befriend your target. This relationship never degrades unless you directly harm the indicidual in question in some manner.

Intimidate: You use fear, threats and violence to insinuate yourself to your target. If at any time they loose their fear of you, their Relationship status immeadiately degrades to Nemesis.

 

Challenges: You can take the following challenges with Diplomacy:

Combat Diplomacy: You can make a Diplomacy check in combat as a full-round action by accepting a +10 modifier to the Difficulty. Opponents in combat with you are considered enemies. An indifferent opponent doesn't attack you unless you give him reason to do so. Allied foes stop fighting altogether, and, well, you're not likely to make anyone Intimate during combat.

Try Again: Generally, trying again doesn't work. Even if the initial check succeeds, the other character can only be persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his position, and trying again is futile. At the Narrator's discretion, you can try again when the situation changes in some way: you find a new approach to your argument, new evidence appears, and so forth.

Action: Diplomacy is at least a full-round action. The Narrator may determine some negotiations require a longer period of time, perhaps much longer.

 

Disable Device

(Int; Trained Only; Requires Tools)

You are skilled at working with mechanical devices, including locks and traps. You can craft a trap using this skill, including Repairing and Jury-Rigging Items. In addition, Disable Device can be used for the following purposes:

Open Lock: You can pick locks. You must have thieves' tools. The Difficulty depends on the quality of the lock.

Lock Quality Difficulty
Simple 20
Average 25
Good 30
Amazing 35

Traps and Sabotage: Disabling a simple mechanical device has a Difficulty of 10+Disable device of the Crafter. The Narrator rolls the check. If the check succeeds, you disable the device. If the check fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If it's a trap, you set if off. If it's some sort of sabotage, you think that the device is disabled, but it's not. You can rig simple devices to work normally for a while and then fail later, if you choose.

Magic Traps: Increase the DC by 5 for magic traps.

Challenges: You can take the following challenges with Disable Device:

Hide Tampering: If you add +5 to your Difficulty, you can conceal any tampering with a device. Anyone who inspects the device must make a Notice check against your Disable Device check result to notice your tampering. On a failed check, it goes unnoticed.

Try Again: Yes, though you must be aware you have failed in order to try again.

Action: Disabling a simple device is a full-round action. Intricate or complex devices require multiple rounds at the Narrator's discretion.

Special: You can take 10 when making a Disable Device check. You can take 20 to open a lock or to disable a device, unless trying to prevent your tampering from being noticed, but if there is a consequence for failure (such as setting off a trap), you automatically suffer it. If you do not have the proper tools, you take a -5 penalty on your check.

 

Disguise

(Cha; Requires Tools)

You can use makeup, costumes, and other props to change your appearance.

Check: Your Disguise check determines the effectiveness of your disguise. It is opposed by others' Notice Defense. The Narrator makes the Disguise check secretly so you are not sure exactly how well your disguise will hold up under scrutiny.

If you don't draw any attention to yourself, however, others don't get to make Notice checks. If you come to the attention of people who are suspicious, they get to make a Notice check. All Notice checks made to see through disguises add the target's Reputation to the Notice checks.

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

Disguise Modifier
Minor details only +5
Appropriate uniform or costume +2
Disguised as different sex -2
Disguised as different age category -2

If you are impersonating a particular individual, those who know the subject automatically get to make Notice checks. Furthermore, they get a bonus on the check.

Familiarity Bonus
Ally +5
Intimate +10

Challenges: You can take the following challenges with Disguise:

Face in the Crowd: With a -5 penalty to your check result, you can craft a disguise that is less likely to draw attention. Only people who specifically single you out and try to notice your deception receive Notice checks to do so. Guards and other passive observers take no special notice of you unless you draw attention to yourself or interact directly with them.

Quick Change: You can adopt a disguise as a full-round action by taking a -5 penalty to your check. However, anyone who comes within Point Blank range of you (usually 10 feet) automatically sees through your disguise due to its makeshift nature.

Try Again: No, though you can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if you assume the same disguise again.

Action: A disguise requires at least 10 minutes of preparation. The Narrator makes Notice checks for those who encounter you depending on circumstances.

Special: If you don't have any makeup, costumes, or props, you take a -5 penalty on Disguise checks.

 

Escape Artist

(Dex)

You're trained in escaping from bonds and other restraints.

Check: Make a check to escape from restraints or to squeeze through a tight space.

Restraint Difficulty
Ropes 10+Opponent's Escape Artist
Manacles  
Tight space 25
Grapple CMD

Tight Spaces: For a tight space, a check is only called for if your head fits but your shoulders don't. If the space is longer than your height, such as a chimney, the Narrator may call for multiple checks. You can't fit through a space your head doesn't fit through. You can also reach through a tight space that your hand fits through but your arm normally does not by making an Escape Artist check.

Escaping Grapples: You can make an Escape Artist check to get out of a grapple or out of a pinned condition (so you are just being grappled). )

Challenges: You can take the following challenges with Escape Artist:

Conceal Efforts: In exchange for a +5 to the Difficulty, you can conceal your efforts to escape. Anyone who inspects your bindings must make a Notice check with a Difficulty equal to your Escape Artist check result. If the Notice check fails, they do not notice your efforts to escape. So, for example, you could leave your bonds apparently in place so a villain doesn't realize that you're actually free.

Try Again: You can make another check after a failed check if you are squeezing through a tight space. If the situation permits, you can make additional checks as long as you are not being actively opposed.

Action: Making a check to escape from being bound by ropes or other restraints requires 1 minute. Escaping a grapple is a standard action. Squeezing or reaching through a tight space takes at least 1 minute, maybe longer, depending on the distance.

 

Handle Animal

(Cha)

You know how to handle, care for, and train various types of animals.

Check: The time required to get an effect and the Difficulty depend on what you are trying to do.

Task Time Difficulty
Handle an animal Move action 10
"Push" an animal Full-round action 25
Teach an animal a trick 1 week See text
Train an animal for a purpose See text See text

Handle an Animal: This means to command an animal to perform a task or trick it knows. If the animal's condition is something other than normal (it's fatigued or injured, for example), the Difficulty increases by +5. If the check is successful, the animal performs the task or trick on its next action.

"Push" an Animal: Pushing an animal means getting it to perform a task or trick it doesn't know but is physically capable of doing. If the check is successful, the animal performs the task or trick on its next action.

Teach an Animal a Trick: You can teach an animal a specific trick, such as "attack" or "stay," with one week of work and a successful Handle Animal check (Difficulty 15 for simple tricks, 20 or more for complex tricks). An animal with an Intelligence of -5 can learn a maximum of three tricks, while an animal with an Intelligence of -4 can learn a maximum of six tricks.

 

Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Come (DC 15): The animal comes to you, even if it normally would not do so.

Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must f lee (due to injury, a fear effect, or the like) or its opponent is defeated.

Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Guard (DC 20): The animal stays in place and prevents others from approaching.

Heel (DC 15):The animal follows you closely, even to places where it normally wouldn’t go.

Perform (DC 15)

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

Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.

Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

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

Work (DC 15): The animal pulls or pushes a medium or heavy load.

 

 

Challenges

Obey Master Only: You can teach an animal to obey only you. Teaching an animal to only obey you counts as a trick (in terms of how many tricks the animal can learn). It does not require a check; however, it increases the Difficulty of all tricks you teach the animal by +5. Any person other than you who attempts to make the animal perform a trick takes a -5 penalty on his Handle Animal check. If the animal already knows any tricks, you must retrain it (with the +5 Difficulty) in order to gain this benefit. If you increase the Difficulty of the tricks you teach animal by 10, you increase the penalty others take on their Handle Animal checks to -10.

Rear a Supernatural Beast: Incerase the DC of teaching tricks by 5. Supernatural beasts with an Intelligence of –3 can learn nine tricks. Supernatural beasts with an Intelligence of –2 or better have no limit on their tricks.

Herding: In return for a –5 penalty, you can use the Handle Animal skill to handle, push, rear, teach, or train up to fve animals at the same  time. Each additional –5 penalty  increases  the number of animals by 5. When herding animals that have a natural tendency to fock together, increase the number you can herd by 5 for each –5 penalty you take.

Try Again: Yes.

Action: See above. Teaching and training an animal happens between scenes. Teaching a trick takes 5 Time Points.

Special: An untrained character uses Charisma checks to handle and push animals, but can't teach or train animals.

 

Intimidate

(Cha; Interaction)

You know how to use threats (real or implied) to get others to cooperate with you.

Check: You can convince people to do what you want them to do with a successful Intimidate check. The base difficulty for an Intimidate check is 10 plus 1/2 the target's level, plus their Wisdom.

Base Difficulty = 10 + 1/2 Level + Wisdom or 10+Target's Intimidate

This difficulty is modified by the risk entailed on the part of the target doing what you are asking them to do.

''Modifier'' ''Risk'' ''Description''
-10 None No risk, no chance that the target will be punished or suffer because of the desired action.
-5 Minor Slight risk of being discovered doing something not very serious.
+0 Moderate Either slight risk of being discovered doing something moderately serious, or moderate risk of being discovered doing something not very serious.
+5 Significant Real risk of moderate punishment or suffering.
+10 Major Obvious and unavoidable risk of moderate punishment or suffering, or moderate risk of serious trouble.
+15 High-Risk Obvious and unaviodable risk of serious punishment or suffering.

The difficulty is further modified by the current degree of comfort or security the target feels.

Modifier Description
-5 Target is alone, or surrounded by enemies.
+5 Target is surrounded by allies.
-5 Target is in unfamiliar surroundings
+5 Target is in comfortable or supportive surroundings

If your Intimidate check fails by 5 or more, the target may actually do the opposite of what you wanted.

Feint: You can make an Intimidate check to feint in combat. See the Combat chapter.

Provoke: You can use the Intimidate skill to provoke an opponent to attack you. Make an Intimidate check as a full-round action. If successful, the opponent moves toward, charges or attacks you, as long as he is not attacked by someone else. You must make a new check each time your opponent is attacked by someone else.

Inflict Penalty: You cause the target to take a negative Morale Condition.

Challenges: You can take the following challenges with Intimidate:

Mass Intimidate: You can attempt to intimidate more than one subject at a time. You suffer a -2 penalty to your check per opponent beyond the first. When calculating the Difficulty of the Intimidate check, use the highest level of the characters in the group, and the highest Wisdom (even if they are not the same characters).

Power Intimidate: In return for a -5 penalty to your Intimidate check, you can increase the penalty you inflict by another level. You can take this challenge multiple times to increase the penalty.

Try Again:

No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again doesn't help. If the initial check fails, the other character has become more firmly resolved to resist, and trying again is futile. You can make Intimidate checks to feint in combat until you fail, after which the target is no longer intimidated by you.

Action: An Intimidate check is a full-round action. Feinting in combat is a standard action.

 

Knowledge (Int)

The areas of knowledge are:

Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)

Engineering (buildings, aqueducts, bridges, fortifications, aberrations, caverns, oozes, spelunking)

History (wars, colonies, migrations, founding of cities, languages)

Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids, lineages, heraldry, personalities, royalty)

Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin, lands, terrain, climate, people)

Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead, the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)

 

Appraise

You can appraise common or well-known objects with a knowledege check.  If the check is successful, you estimate the value correctly; Failure means that you estimate the value at 50% to 150% of its actual value.

Action Primary Secondary DC / Effect
Common Item
Local History 10 / Recognize with additional facts given success
Rare Item
Supernatural Local 15 / Recognize with additional facts given success
Collector-s Item
Supernatural Local 25 / Recognize with additional facts given success

Every additional +5 you succeed on the check reveals an interested buyer, increasing the sell price by 1.

 

Decipher Script

You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form.

Language Primary Secondary DC
Coded, Related Language
History Local 20
Unknown Language
History Supernatural 25

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 10 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.

 

Find Fact

You can learn the facts about anything pertaining to your knowledge field.

Fact Primary Secondary DC
Individual / Organization Local History 10
Locations Nature Local, History 10
Event History Local 10

Succeeding over the DC grants additional information

Success By Information
+0 to +4 Basic Description (Occupation, Use or Importance)
+5 to +9 Linked individuals or Organizations
+10 to +15 A secret fact
+16

All there is to know

Some information is hidden better than others. For Rare information, increase the base DC by 5.  In very rare cases, the information can be so obscure as to be considered Very rare. In that case, increase the DC by 10.

 

Identify Creature

To identify creatures and their abilities, a knowledge check result determines what information, if any, you obtain. The DCs listed are for creatures types. Some creatures can have their base DC increased if they are uncommon in the area. (Drow, Remohraz in the Desert, etc..)

The category of skill to use depends on creature type. The category is either primary or secondary (-5 to the check).

Action Primary Secondary DC/ Effect
Aberrations Engineering Supernatural 15 / Recognize with additional facts given success
Animal Nature Local 5 / Recognize with additional facts given success
Construct Supernatural Engineering 10 / Recognize with additional facts given success
Dragons Supernatural Local 10 / Recognize with additional facts given success
Humanoids Local History 5 / Recognize with additional facts given success
Magic Beasts Supernatural Local 15 / Recognize with additional facts given success
Outsiders Religion Supernatural 15 / Recognize with additional facts given success
Plants Nature Local 5 / Recognize with additional facts given success
Undead Religion Supernatural 15 / Recognize with additional facts given success
Vermin Nature Local 10 / Recognize with additional facts given success

 

Succeeding over the DC grants additional information

Success By Information
+0 to +4 Name/Type of creature.
+5 to +9 How big a threat it is? (Give CR range for example)
+10 to +15 A Strength and a weakness. (A special attack, and one of it's vulnerabilities)
+16 A complete understanding of the beast.

Some monsters are moer obscure than others. For Rare Monsters, increase the base DC by 5.  In very rare cases, the creatuer can be so obscure as to be considered Very rare. In that case, increase the DC by 10.

 

Identify Item (Supernatural)

To identify supernatural items and their abilities, a knowledge (supernatural) check result determines what information, if any, you obtain.

Action Primary Secondary DC/ Effect
Minor MI Supernatural Local 15 / Recognize with additional facts given success
Major MI Supernatural Local 20 / Recognize with additional facts given success
Artifact Supernatural Local 25 / Recognize with additional facts given success

Every additional +5 you succeed on the check reveals an additional property.  Identifying items takes at least an hour.

 

Spellcraft

Identifying a power as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Notice skill check due to distance, poor conditions, and other factors.

Action Primary Secondary DC/ Effect
ID Arcane Supernatural Religion 10 + Power Modifier / Recognize*
ID Divine Religion Supernatural 10 + Power Modifier / Recognize*

* Powers can be masked using Bluff as a move Action with a DC of 10+Power Modifier. Masked Powers have a +5 to the identifying DC.

 

Action: An Identify Creature, Find Fact or Spellcraft is a reaction. An Appraise check takes a full round action. A decipher script or Identify Item check takes at least an hour.

Try Again: A failed check can be rolled again, but time must be spent researching (1 Time point).

 

Medicine

You're trained in understanding the body and treating injuries and illness.

Provide Care: Providing care means  treating a wounded or diseased person for a day or more or providing routine medical care, such as assisting in the delivery of a baby. A physician can take care of up to his skill rank in patients

at one time. The physician does not have to tend the patients personally the whole time. A single nurse can take care of up to 4 patients. The skill checks are made by the physician.

Wounded (Difficulty 15). If successful, the patient recovers twice as fast ie makes the Constitution checks after half the usual time.

Treat Disease: To treat a disease means to tend a diseased character. The diseased character must be in the healer’s care and must have spent the previous 8 hours resting. Every time he or she makes a saving throw against disease effects, you first make a Medicine check. If your result  is higher  than  the saving  throw DC, the patient automatically succeeds on  the save.

Revive  (Difficulty 15): With a medical kit,  you  can  remove  the dazed,  stunned, or unconscious  condition  from a character. This  check  is  a  full action. A  successful  check  removes  the  condition. You can't  revive  an unconscious character who is dying without stabilizing the character first.

Stabilize (Difficulty 15): With a medical kit, you can tend to a character who is dying. As a full action, a successful Medicine check stabilizes the dying character.

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  first make a Medicine check. You must  tend  the character continuously, starting before the saving  throw  is made. If your result is higher  than the saving throw DC, the patient automatically succeeds on the save. 

Challenges: You can take the following challenges with Medicine:

Heal Thyself: Taking a  -5 penalty on your check,  you can use the Medicine skill on yourself  to provide care, or treat disease or poison.

Try Again: Generally speaking, you can’t try a Medicine check again without proof of the original check’s  failure. you can always try again to revive dazed, stunned, or unconscious characters, and stabilize dying characters.

Action: Medicine checks take different amounts of time based on the task at hand, as described above.

Special: You can take 10 when making a Medicine check. You can take 20 only when attempting to revive dazed, stunned, or unconscious characters. If you do not have the appropriate medical equipment – medical kit, you take a -5 penalty on your skill check, and in certain circumstances may be unable to attempt checks at all.

 

Notice

(Wis)

You use this skill to notice and perceive things.

Generally,  you use your passive Notice Defense, which  equals Notice+10. In other words, you always take 10. This is a Reaction. If you are hustling, or otherwise distracted, you take a -5 penalty (your passive notice defense is 5+Notice). You can  attempt  to notice something you have  failed  (or believe you have  failed)  to notice in  this way by making a Notice check as a move action. If you make the check as a Full round action, you gain +5 modifier on that check.  If you are guarding, you gain a +5 to Notice defense, but only towarsd a specific approach. You are considered distracted (-5) to all other directions.

Noticing Traps: the DC to Notice a trap is 5 higher than that indicated for Search checks.

Try Again: You can make a Notice check every time you have the opportunity to notice something new. As a move action, you can attempt to notice something you failed (or believe you failed) to notice previously.

Action: A Notice check is either a reaction (if called for by the Narrator) or a move action (if you actively take the time to try to notice something), or a full round action as described in the text.

Special: When several characters are trying to notice the same thing, the Narrator can make a single d20 roll and use it for all the characters' skill checks.

 

Perform

(Cha; Interaction; Requires Specialization)

This skill encompasses several types of performance, each treated as a separate skill.

Check: You are accomplished in some type of artistic expression and know how to put on a performance. The quality of your performance depends on your check result.

The Perform specialties are as follows:

  • Acting: You can perform drama, comedy, or action-oriented roles with some level of skill.
  • Dance: You are a dancer, capable of performing rhythmic and patterned movements to music.
  • Oratory: You can deliver dramatic and effective speeches and monologues.
  • Music: You can play instruments, sing and make lovely noises.

To determine the result of a performance, make a Perform check and consult the following table:

Check Result Performance
10 Amateur performance. Audience appreciates your performance, but isn't impressed.
15 Routine performance. Audience enjoys your performance, but it isn't exceptional.
20 Great performance. Audience impressed.
25 Memorable performance. Audience enthusiastic.
30 Masterful performance. Audience awed.

Provoke: You can use the Perform (acting, oratory or music) skill to provoke an opponent to attack you. As a full-round action, make a Perform check against Feint Defense. If successful, the opponent moves toward, charges, or attacks you for a number of rounds equal to your ranks in Perform, as long as he is not attacked by someone else. You must make a new check each time your opponent is attacked by someone else.

Feint: You can use the Perform (dance) skill to feint in combat.

Countersong: You  can  use  your musical  abilities  to  disrupt  and drown out extraordinary and supernatural attacks or abilities that rely on sound. You must have a Perform area that involves music (but not dancing) and,  if  necessary, an  instrument. Any creature within 30 feet of you (including yourself) that is afected by a sonic or language–dependent attack (such as the cloaker’s moan or the wendigo’s howl) or ability (such as Fascinate, Suggestion, etc.) may use your Perform check result in place of a saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. Creatures within range of the countersong who are already under

the efect of a non-instantaneous  sonic or  language–dependent magical attack or ability gain another  saving  throw against  the efect each round they hear the countersong, but they must use your Perform check result  for  the save. Countersong ofers no beneft against efects that don’t allow saves. You may start a countersong as a standard action and keep it up for a number of rounds equal to your ranks in Perform.

Dazzling Dance: You can use the Perform (dance) skill to dazzle your opponents. As a move action, make a Perform (dance) check against an opponents within 30 feet of you. This check is opposed by your opponent’s Feint Defense. If  successful,  your opponent  is distracted by  your dancing for one round and takes a negative morale condition for one round. You may start a dazzling dance as a move action and keep it up for 3 rounds.

Challenges: You can take the following challenges with Perform:

Targeted Provoke: In return for a -5 penalty, you can provoke an opponent to attack a target he is unfriendly with. For an additional -5 penalty, you can force him to attack a target he is indifferent towards. If successful, the opponent moves towards, charges or attacks the target for a number of rounds equal to your ranks in Perform, as long as he is not attacked by someone else. You need to make a new check each time your opponent is attacked by someone else.

Mass Dazzle: You can attempt to intimidate more than one subject at a time. You suffer a -2 penalty to your check per opponent beyond the first. Compare your check to each Feint Defense.

Targeted Performance: You  can  target your performance  toward a particular individual or group. Make a Perform check against your target. You gain a +5 bonus to your Perform check in regards to your target, but sufer a –5 penalty to the check in regards to everyone else who witnesses the performance. Such targeted performances may also cause the attitudes of others to be afected for better or worse.

Try Again: Not for the same performance and audience.

Action: A Perform check usually requires at least several minutes to an hour or more. Long performances may best be handled between scenes. Provoking an opponent is a full-round action. Using Perform to feint in combat is a standard action. Countersong and Dazzling Dance are Standard Actions.

 

Ride

(Dex)

Use this skill to ride a mount, like a horse or even a dolphin or a dinosaur.

Check: Routine tasks, such as ordinary movement, don't require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface) or when you are riding in a dramatic situation (being chased or attacked, for example, or trying to reach a destination in a limited amount of time). While riding, you can attempt simple maneuvers or stunts.

Situation DC
staying in the saddle in a fight or guiding a mount with your knees 5
full gallop or dodging around an obstacle 10
using your mount as cover, jumping, or suffering no harm in a fall 15
fast mount or dismount (as a free action) or controlling a panicking mount 20

More elaborate stunts have even higher DCs.

Assist Skill Check: If your mount must make a Strength- or Dexterity-based skill check, you can use your Ride skill to aid it. This applies only to skill checks in which a rider could logically aid his mount.

Riding Feint: You can use your Ride skill to feint in combat.

Gain Control:  If you are on a mount with another  rider who  is  in control of the mount, you may attempt to gain control of the mount. As a standard action, make a Ride check opposed by the other rider. If you succeed, you gain control of the mount. If you fail by 4 or less, you do not gain control. If you fail by 5 or more, you also fall of the mount. You may also attempt to gain control of a mount by pushing the other rider of the mount. As a standard action, make a check against CMD, with the rider who is currently  in control gaining a +5 bonus. If you succeed, you push the rider of the mount. If you fail, you are pushed of the mount instead.

Try Again: Most Ride checks have consequences for failure that make trying again impossible.

Action: A Ride check is a move action. Riding Feint is a standard action.

Special: If you lack the appropriate saddle, tack, and harness for your mount, you suffer a -5 penalty on your Ride checks.

 

Search

(Int)

You can search an area looking for clues, hidden items, traps, and other such details. The Notice skill allows you to notice things immediately, while Search allows you to pick up on details with some effort.

Check: You generally must be within 10 feet of the area to be examined. You can examine up to a 5-foot-by-5-foot area or a volume of goods 5 feet on a side with a single check.

A Search check can turn up individual footprints, but does not allow you to follow tracks or tell you which direction the creature or creatures went or came from (see the Track feat).

Difficulty Task
10 Ransack an area to find a certain object.
20 Notice a typical secret compartment, a simple trap, or an obscure clue.
25+ Find a complex or well-hidden secret compartment or trap. Notice an extremely obscure clue.

Find Concealed Objects: The Difficulty for a Search check to find a deliberately concealed object is usually based on the Stealth or Sleight of Hand check of the character who hid it. The Narrator can assume that characters with the time take 20 on their check to hide the object.

Find Trap: The difficulty for finding a trap is DC 10+Disable Device of the Crafter.

Action: A Search check is a full-round action.

 

Sense Motive

(Wis)

You can tell someone's true intentions by paying attention to body language, inflection, and intuition. A successful Sense Motive use allows you to avoid the effects of some interaction skills. You can also use the skill to tell when someone is behaving oddly or assess their trustworthiness.

Check: Generally,  you use your passive Feint Defense, which equals Sense Motive+10. In other words, you always take 10. This is a Reaction. You can  attempt  to notice something you have  failed  (or believe you have  failed)  to sense in  this way by making a check as a standard action. 

Evaluate: You can use this skill to make an assessment of a social situation. With a successful check (Difficulty 20), you can get a feeling when something is wrong. You can also tell if someone is trustworthy and honorable (or not) with an opposed Sense Motive against their Bluff check.

Combat Evaluate: As a full-round action, you study a single opponent to understand her fighting style, current disposition, and combat plans. This target must be within 30 feet of you. Make a Sense Motive check opposed by your target's attack bonus. If you succeed, you gain a +1 to your combat bonus (thus improving your attack bonus, your maneuver bonus and your Defense) against that target. If you fail your check by 5 points or more, you read your foe incorrectly. For the rest of the encounter, you suffer a -1 penalty to your combat bonus against her.

Notice Influence: You can make a Sense Motive check to notice someone acting under supernatural influence. The Difficulty is 10 + the power's rank.

Notice Innuendo: You can use Sense Motive to detect a hidden message transmitted via the Bluff skill (Difficulty equal to the Bluff check result). If your check result beats the Difficulty, you understand the secret message. If your check fails by 5 or more, you misinterpret the message in some fashion. If you are not the intended recipient of the message, your Difficulty increases by 5.

Resist Interaction: You can use your Feint Defense to resist some social interactions, such as Bluff or Intimidate. If your defense exceeds your opponent's check result, you are unaffected.

Challenges: You can take the following challenges with Sense Motive:

Read Situation: For every +5 you increase the Difficulty of your Sense Motive check, you learn one fact about the situation at hand when evaluating a situation or individual. The Narrator may tell you things like someone's apparent goal(s), the nature of an interaction, and so forth.

Combat Clarity: In return for a -5 penalty to your skill check, you increase the bonuses provided by the combat evaluate use of Sense Motive by +1. You can increase the penalty to -10 to increase the bonuses by +2. The penalties you suffer for a check that fails by 5 points or more do not increase.

Try Again: No.

Action: A Sense Motive check may be made as a reaction to notice or resist something. When not made as a reactio, it is a standard action. Using Sense Motive to evaluate a person or situation takes at least 1 minute.

 

Sleight of Hand

(Dex; Trained Only)

You can perform feats of legerdemain such as picking pockets, palming small objects (making them seem to disappear), and so forth.

Check: A check against Difficulty 10 lets you palm a coin-sized, unattended object. When you perform this skill under close observation, your skill check is opposed by the observer's Notice Defense. The observer's check doesn't prevent you from performing the action, just from doing it unnoticed. If using Sleight of Hand to do tricks to impress an audience, you can treat it as a Perform specialty.

Feint: You may make a Sleight of Hand check to feint in combat.

Thievery: When you try to take something from another person, compare your result to the observer's Notice Defense. To obtain the object, you must get a result of 20 or higher, regardless. The opponent detects the attempt if his defense exceeds your character's check result, whether you take the object or not.

Planting: You can make a Sleight of Hand check to plant a small object on a person, slip something into their pocket, drop something into their drink, and so forth. This has the same Difficulty and Notice check as thievery.

Concealment: You can use Sleight of Hand to conceal a small weapon or object on your body, the Difficulty of a Search check to find the object becoming 10+Sleight of Hand. Some objects are easier to hide than others. Check with the narrator. 

 

Size Difference Modifier 
3 smaller (Medium hiding Fine)  +2 
2 smaller (Medium hiding Tiny ) +0 
1 smaller (Medium hiding Small)  -2 
Same size -5
1 size Larger -10

 

Misdirection: You  can use exaggerated movement  to misdirect  the attention of an opponent away from someone or something else. As a full–round action, make a Sleight of Hand check opposed by your target’s Notice Defense. You gain a +5 bonus to this check if your target wants to believe you. If you succeed, you gain a bonus to your next Sleight of Hand check (next round only) equal to the amount by which you beat  the  target’s Notice check. A successful check also creates enough of a diversion to allow others to attempt Stealth checks in regards to your target. When your target turns his attention to you, other characters can make Stealth checks if they can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within one foot for every rank you have in Stealth.) This check, however, is at a –5 penalty because they have to move fast. Your target must be able to see you in order to use this skill to distract them.

Snatch Object: You can attempt to snatch thrown objects out of the air as a readied action. If an opponent throws a light object at you, you may make a Sleight of Hand check (Difficulty equal to the opponent's attack roll) to snatch the item out of the air. You suffer a -5 penalty to snatch one-handed items (as opposed to light), and a -10 penalty to snatch two-handed items. You suffer an additional -5 penalty if the item was thrown at a target other than yourself (but you may only snatch items that pass adjacent to you). If successful, you snatch the item and may throw it back at the original attacker (even though it isn't your turn) or keep it for later use.

Challenges: You can take the following challenges with Sleight of Hand

Larger Legerdemain:    If you take a –5 penalty, you can attempt to steal, plant, or  conceal medium–sized  items. By  increasing  the penalty by another 5, you can attempt to conceal large–sized items. If you are  concealing  larger than normal  items, you or your  target must be wearing  something  that  could  conceivably  cover  the  item. For example, a large trenchcoat could be used to conceal a shotgun.

Mass Misdirection:  In  return  for  a –5 penalty,  you  can misdirect everyone within 30 feet. If you increase the penalty to –10, you can misdirect everyone within 100 feet.

One Handed Juggling: In return for a –5 penalty, you can juggle while using only one hand.

Prestidigitatory Disarm: In return for a –5 penalty, you may attempt to steal an item out of an opponent’s hand. If you have a hand free, you can make a Sleight of Hand check opposed by your opponent’s Notice Defense or CMD, whichever is higher. If you succeed, your opponent is disarmed, and you now have his  item.  If you  fail, your opponent  retains his weapon. Any bonuses or penalties you have to disarm add to your Sleight of Hand check, and any bonuses or penalties your opponent has against disarming him apply to his check to resist you.

Try Again: A second Sleight of Hand attempt against the same target, or when being watched by the same observer, has a Difficulty 10 higher than the first check if the first check failed or if the attempt was noticed.

Action: A Sleight of Hand check is a standard action.

Special: You can make an untrained Sleight of Hand check to conceal a weapon or object, but must always take 10 when doing so, so you can't do it while under stress.

 

Survival

(Wis)

You use this skill to survive in the wilderness, finding food and shelter and safely guiding others.

Check: You can keep yourself and others safe and fed in the wild.

Difficulty Task
10 Get along in the wild. Move up to half the character's overland speed while hunting and foraging (no food or water supplies needed). The character can provide food and water for one other person for every 2 points by which the character's check result exceeds 10.
15 Gain a +2 circumstance bonus on Fortitude Defense against severe weather while moving up to half the character's overland speed, or gain a +5 circumstance bonus if stationary. The character may grant the same bonus to one other character for every 2 points by which the character's check result exceeds 15.
18 Avoid getting lost and avoid natural hazards, such as quicksand.

Choose Direction: When seeking a destination that can be deduced from the natural surroundings (the lair of a creature, the nearest source of water, the exit from a cavern), you can make a Survival check at Difficulty 20 to choose the correct direction. If you fail, you choose the wrong direction, but realise your mistake either at the next juncture for a decision (if you are finding your way through a maze of streams, for example, or amidst ancient tunnels), or the following day.

Trailblazing: You can use this skill to cut a trail through the toughest terrain and allow you and your allies to increase your overland movement. When you travel over terrain that hampers your movement, you may make a Survival check at Difficulty 15. If you succeed, you increase your movement by 1/4. If you fail, you suffer the normal movement penalty. You canno go faster than your normal unhampered speed. You can blaze a trail for up to five people (including yourself) without a penalty.You cannot use the trailblazing ability in combat.

Track: You can use Survival to find and follow tracks. Finding tracks or following them for one mile requires a successful Survival check. You must make another Survival check each time the tracks become difficult to follow. You move at half your normal speed while tracking (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -10 penalty on the check). The Difficulty depends on the surface, as given on the Surface table below.

Surface Difficulty
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the condition table.

Condition Difficulty Modifier
Every three creatures in the group being tracked -1
Size of the largest creature being tracked:  
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility (apply the largest modifier)  
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Cover a trail: You can make it harder to cover your trail. The DC for tracking a trail you have covered is 10+Survival Modifier. You move at half your normal speed while covering (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -10 penalty on the check). This superceded the base DC for terrain, but the tracker still is affected by condition modifiers.

Create Trail Signs: You can use Survival to create trail signs. You can create  a basic message with  rock or  stick  arrangements,  chalk or ground drawings, and other methods. Anyone who follows you can read your trail signs as  long as they fnd them. Te Difculty for a basic message is 10. Complex messages have Difculties of 15 or 20. Creating a trail sign can take anywhere from a full–round action for basic and manageably sized trail signs to a minute or more for complex or large trail signs. If you are successful, you create a trail sign. If you fail, you create a trail sign that is meaningless.

Reading Trail Signs: If you fnd a trail sign, make a Survival check against  the  same Difculty used  to  create  the  sign.  If you are successful, you understand the message or recognize it as a failed trail sign. If you fail by 4 or less, you do not understand the trail sign. If you fail by 5 or more, you misinterpret the message in some fashion. Te Narrator rolls the check to read trail signs secretly, so that you don’t know whether your character draws a false conclusion or not.

Challenges: You can take the following challenges with Survival

Ciphered Signs: If you increase the Difficulty to create a trail sign by 5, you can increase the Difficulty to read it by 5. Alternatively, you can increase the Difficulty to create by 10 to increase the Difficulty to read by 10.

Try Again: No, except as noted in the section on Tracking.

Action: Survival checks occur each day in the wilderness or whenever a hazard presents itself.

 

Stealth

It is generally possible to try to remain hidden in any circumstances. Your opponents always use Notice skill to try to detect you, and you gain bonuses and penalties based on your behaviour and range from the target. The following bonuses to your stealth check apply.

The closer to your target, the more difficult it becomes to evade detection.

 

Range Stealth Bonus
less than 30 feet +0
30 to 100 feet +5
100 feet or more

+10

Situational modifiers apply as well. Some modifers won't apply against some targets. Invisible creatures gain no benefit against creatures with Blindsense or True-Vision, for example. You add the modifier for noise level and illumination. For example, an invisible creature moving through an occupied barracks (Covering Noises), would gain a +15 to his stealth check. Silenced creatures always treat the Noise level as Loud (unless faced with creatures with some extraordinary sense of perception), while Invisible creatures always treat the Illumination level as Full Concealment (unless faced with creatures with some extraordinary sense of perception).

Noise Level / Visibilty Stealth Bonus
Very Quiet / Well Lit -5
Normal +0
Covering Noises / Full Concealment +5
Silenced or Loud Noise / Invisible +10

The actions taken by the stealthy character also impact his check. Use only one modifier from this list. For example, if you're attacking with a crossbow (standing still), you do not gain the +5 bonus.

Action Stealth Bonus
Stand Still +5
Half-Speed/Whisper +0
Full speed/Talk Normally -5
Attack/Shout -10

Obstacles also provide a bonus to Stealth checks.

Obstacle Stealth Bonus
Door +5
Wall +10

 

Visibility

In an area of bright light, all characters can see clearly. A creature can’t hide in an area of bright light unless it is invisible or has cover.

In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment relative to that character. A creature in an area of shadowy illumination can make a Stealth check to conceal itself even if he has no cover.

In areas of darkness, creatures without darkvision are effectively blinded.

Characters with Nightvision can see objects twice as far away as the given radius.

Characters with darkvisioncan see well lit, partial areas and dark areas as well lit within 60 feet. A creature can’t hide within 60 feet of a character with darkvision unless it is invisible.

Table: Light Sources and Illumination

Object Well Lit Partial
Candle n/a1 5 ft.
Everburning torch 20 ft. 40 ft.
Lamp, common 15 ft. 30 ft.
Lantern, bullseye 60-ft. cone 120-ft. cone
Lantern, hooded 30 ft. 60 ft.
Sunrod 30 ft. 60 ft.
Torch 20 ft. 40 ft.
Spell Well Lit Partial  
Continual flame 20 ft. 40 ft.
Dancing lights (torches) 20 ft. (each) 40 ft. (each)
Daylight 60 ft.2 120 ft.
Light 20 ft. 40 ft.
     

 

Consequences of a Stealth Check

Succeeding at a stealth check means the taget has no clue where the character is, and is not aware of his presence.

Failing the check means the target is aware of the presence of somebody, but is not sure exactly were it is.

Failing the check by 5+ means the target has pinpointed the creature. If the creature is invisible and the target doesn't have any means of defeating this, he is still pinpointed but must also deal with the 50% miss chance.

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