Skill List:
Academia (Int),
Anthropology (Int), Arcana (Int), Craft (Int), Deception (Cha),
Diplomacy (Cha), Disable Device (Dex), Intimidate (Cha), Linguistics
(Int), Medicine (Wis), Nature (Int), Parkour (Agi), Perception (Wis),
Perform (Cha), Religion (Int), Sleight of Hand (Dex), Stealth (Dex).
Academia (Int):
Academia is the study of science and math. The skill of Academia allows
you to know things. It includes mathematics, chemistry, biology and
physics.
Answering a question within this field of study has a DC of 10 (for
really easy questions), 15 (for basic questions), or 20 to 25 (for
really tough questions). Answering a question with a DC higher than 10
requires you to have ranks in Academia.
Power: Past Sight
Three times per day, you can make a DC 15 Academia check that takes 1
minute. If you pass this check, you know every major event that
occurred in your current location within the past 24 hours plus 12
hours for every full 5 points by which you beat the DC.
Power: Angle Shot
Three times per day, you can make a DC 20 Academia check as a standard
action. If you pass this check, you can, for 1 minute, make ranged
attacks at any target you are aware of within range; you do not need
line of sight.
Anthropology (Int):
Anthropology is the study of people. The skill of Anthropology allows
you to know things. It includes royalty, wars, colonies, migrations,
founding of cities, lineages, heraldry, family trees, mottoes,
personalities, legends, inhabitants, laws, customs and traditions.
Answering a question within this field of study has a DC of 10 (for
really easy questions), 15 (for basic questions), or 20 to 25 (for
really tough questions). Answering a question with a DC higher than 10
requires you to have ranks in Anthropology.
Power: Legend Lore
You can roll an Anthropology check to see what you know about legends
(e.g. local notable people, legendary items, or noteworthy places). You
may not take 10 or take 20 on this check; this sort of knowledge is
essentially random.
DC: Type of Knowledge
10: Common, known by at least a substantial minority of the local population.
15: Uncommon but available, known by only a few people legends.
20: Obscure, known by few, hard to come by.
25: Extremely obscure, known by very few, possibly forgotten by most
who once knew it, possibly known only by those who don’t understand the
significance of the knowledge.
Arcana (Int):
Arcana is the study of arcane magic. The skill of Arcana allows you to
know things. It includes ancient mysteries, magic traditions, arcane
symbols, cryptic phrases and dragons.
Answering a question within this field of study has a DC of 10 (for
really easy questions), 15 (for basic questions), or 20 to 25 (for
really tough questions). Answering a question with a DC higher than 10
requires you to have ranks in Arcana.
In addition, a DC 12 + spell level Arcana check allows you to recognize
and identify a spell being cast or the ongoing effects of a spell.
Lastly, you can use Arcana to attempt to cast an arcane spell; you must
have ranks in Arcana to attempt this. Once per day (this daily use is
shared with the matching ability in the Religion skill) you can name a
1st level or lower spell from the sorcerer/wizard spell list and make a
DC 15 Arcana check; attempting this check is part of the casting time
of the spell. If you pass the check, you cast the spell. The save DC
for this spell is Int based.
Power: Arcane Study
When using Arcana to attempt to cast a spell, you may choose a second
or third level spell; if you do, the Arcana DC is increased (20 for
second level, 25 for third). In addition, you can attempt to cast one
more spell per day; this extra attempt can only be used on an Arcane
spell.
Craft (Int):
Craft is used to make things. Like Perform, Craft is actually a number
of separate skills. You could have several Craft skills, each with its
own ranks. The most common Craft skills are alchemy, architecture,
armor, boats, bows, cloth, clothes, etching, firearms, gems, glass,
leather, metal, rations, scribing, shoes, stone, weapons and wood.
Each item has a Craft skill and Craft DC; to make an item, roll a Craft
check of that Craft skill. As an example, a dagger is "Craft (weapons)
DC 12", so to craft a dagger, you make a Craft (weapons) check with a
DC of 12.
To determine how much time and money it takes to make an item, follow
these steps: Divide the price of the item by 3; the resulting value is
the cost to craft the item. Divide the Craft DC of the item by 5; the
resulting value is how many days it takes to craft the item (min. 1
day). For every 5 points by which you beat the DC, reduce this time by
1 day; if it is reduced to less than 1 day, it takes 1 hour.
You can repair an item by making checks against the same DC that it
took to make the item in the first place. The cost of repairing an item
is one-fifth of the item's price.
Power: Frugal Crafting
By increasing the Craft DC by 10 (and therefore increase the crafting
time by 2 days), you can reduce the cost to craft an item to one-fourth
of the price of the item.
Power: Cobble
You can cobble together simple items in a few minutes from the
materials in the enviroment around you. This includes simple weapons,
armor and basic tools; all items created must cost less than 10 gp.
Items cobbled together are not well built; they fall apart 6 hours
later.
Deception (Cha):
Deception is the art of lying. The skill of Deception is used to lie to
people and to make disguises. In either case, the check is opposed by a
Perception check made by the person being deceived. If you pass the
check, they fall for your lie. If the lie is particularly outrageous
(e.g. telling someone you are the moon or dressing up as the king), you
suffer a -5 or -10 penalty to your check.
You can also create false lies, using Deception to make someone think
they have caught you lying, even if you aren't. The same rules apply;
they "catch" you if they fail the check.
Power: Deceit Shield
Whenever you fight a creature, you can, as a standard action, make a
Deception check opposed by that creatures Perception check. If you win
the check, you receive a +2 focus bonus on Reflex saves (and therefore
AC) against that creature for the remainder of the combat. You can make
only three Deception checks to use this benefit per combat, divided
among your foes as you see fit.
Diplomacy (Cha):
Diplomacy can be used to convince someone that you are telling the
truth, assuming that you are. It can also be used to talk someone into
accepting an offer you are making.
You can use Diplomacy to convince someone that you are being truthful
when you are. To do this, you must roll Diplomacy while the other
person rolls Perception. Add together your two check results. This
combined check must reach a DC of 25; if they do, your statement is
believed. If the statement is particularly outrageous (e.g. telling
someone the king is actually a demon), you suffer a -5 or -10 penalty
to your check.
You can use Diplomacy to negotiate and get people to accept offers you
make. Doing this takes 1 minute. The DC of this check starts with a
base of 11. Increase this DC by your target's best mental stat (that
is, the best of their Int, Cha and Wis) and by their level. Then apply
the following modifiers to the DC:
Relationship: |
Example: |
Modifier |
Close Friend: |
Long-time friend or lover: |
-10 |
Friend: |
Friend or ally: |
-4 |
Neutral: |
Anyone not in another set: |
+0 |
Enemy: |
Rival or evil minion: |
+4 |
Great Enemy: |
Nemesis or evil overlord: |
+10 |
(the examples here are what you are asking another person to do)
Request: |
Example: |
Modifier |
Great deal: |
Selling non-secret
information: |
-10 |
Good deal: |
Helping in battle for
money: |
-4 |
Average deal: |
Giving directions for
free: |
+0 |
Bad deal: |
Helping
in battle for
glory: |
+4 |
Fiendish deal: |
Giving you a castle for
free: |
+10 |
You may take 10 on Diplomacy checks for negotiation if, and only if,
both the relationship modifier and the request modifier are +0 or less.
Diplomacy can not be used to negotiate with player characters.
Power: Quick Con
You can, as a standard action, make a Diplomacy check opposed by your
target's Perception check. If you win the check, your target must
follow your instruction from the following list:
-Approach: They must finish their next turn closer to you then they started it.
-Retreat: They must finish their next turn farther from you then they started it.
-Attack: They must make an attack on their next turn (ranged or melee, either works).
-Calm: They may not make any melee attacks on their next turn (ranged attacks are allowed).
You can only target a given creature once per day.
Disable Device (
Dex):
Disable Device is used to open locks and disarm traps; Disable Device
can not be used untrained. Attempting an Disable Device check without a
set of thieves' tools imposes a -2 circumstance penalty on the check,
even if a simple tool is employed. If you use masterwork thieves'
tools, you gain a +2 circumstance bonus on the check.
The DC for opening a lock varies from 20 to 35, depending on the
quality of the lock. The DC for disarming a trap depends on how tricky
the device is. Disabling a fairly simple trap has a DC of 15; more
intricate and complex traps (e.g. pressure pad arrow traps) have higher
DCs (e.g. 20 to 25). In any event, it takes 1 round to attempt to pick
a lock and 1 minute to attempt to disarm a trap.
Power: Speed Disarm
By increasing the Disable Device DC by 5, you can attempt to disarm a trap as a full round action.
Intimidate (Any):
Intimidate is special; you may choose to use whichever ability score you wish to add to Intimidate skill checks.
Intimidate is used to force others to act as you wish. The DC of an
Intimidate check is equal to 11 + the level of the target. If the
target is in a group, use the level of the highest member of the group.
If you succeed, one of the following four effects occurs (your choice).
The length of time it takes to make the check depends on which effect
you choose.
-The target takes a -2 penalty on attack rolls, ability checks, and saving throws (1 standard action).
-The target can not make melee attacks targeting any creature but you (1 standard action, you suffer a -4 penalty to the check).
-The target moves away from you as quickly as they can (1 full-round action, you suffer a -4 penalty to the check).
-The target will chat, advise, offer limited help and/or advocate on your behalf (1 minute).
In any case, the effect chosen remains as long as the target remains in
your presence (if you lose consciousness, the effect ends). A character
immune to fear can't be intimidated, nor can nonintelligent creatures.
Power: Mass Fright
When you are making an Intimidate check, you may choose to take a -6
penalty on the check to intimidate two additional targets. Make only
one check, using the level of the highest level target.
Linguistics (Int):
Linguistics is the study of language. The skill of Linguistics is used to work with and study language.
For every odd numbered rank you put into this skill, you learn to speak
and read a new language. Some common languages are as follows: Common,
Human, Dwarven, Elven, Halfling, Gnomish, Orcish, Trollish, Goblin,
Draconic and Sylvan. Most planes have several languages spoken there.
You can use Linguistics to decipher writing in an unfamiliar language
or a message written in an incomplete or archaic form. The base DC is
15 for the simplest messages, 20 for standard texts, and 25 or higher
for intricate, exotic, or very old writing. If the check succeeds, you
understand the general content of a piece of writing about one page
long (or the equivalent). If the check fails, make a DC 5 Wisdom check
to see if you avoid drawing a false conclusion about the text (Success
means that you do not draw a false conclusion; failure means that you
do).
Both the Linguistics check and (if necessary) the Wisdom check are made
secretly by the GM, so that you can't tell whether the conclusion you
draw is true or false.
Lastly, you can use Linguistics to make or detect a forgery. Making a
forgery requires writing materials appropriate to the document being
forged. To forge a document on which the handwriting is not specific to
a person, you need only to have seen a similar document before, and you
gain a +4 bonus on your check. To forge a signature, you need an
autograph of that person to copy. To forge a longer document written in
the hand of some particular person, a large sample of that person's
handwriting is needed, and you suffer a -4 penalty on the check.
The Linguistics check is made secretly, so that you're not sure how
good your forgery is. You don't make a check until someone examines the
work. Your Linguistics check is opposed by the Linguistics check of the
person who examines the document to verify its authenticity; if they
roll better, they detect the forgery.
Power: Good Ear
When you hear a language you don't know, you can attempt a DC 20
Linguistics check. If you pass this check, you still understand the
basics of the language, and you can understand and speak simple
questions, explanations, and instructions; this understanding only
lasts for 24 hours. If you fail this check, you may not retry it for 24
hours.
Medicine (Wis):
Medicine is the study of making people better. It can be used to help heal people of damage and cure them of illness.
By making a DC 10 Medicine check, you can provide first aid or
long-time care. Attempting first aid takes 1 standard action and, if
successful, makes the target stable. Long-term care takes an entire day
and, if successful, doubles the targets natural healing rate for that
day.
A DC 15 Medicine check allows you to treat wounds or make an herbal
mix. Either of these uses take 1 minute. By treating wounds, your
target is healed 1d8 hit points + your Wisdom score. Making an herbal
mix creates a liquid that, if consumed within 8 hours, heals the
drinker 1d4 hit points. A creature can benefit from each of these once
each day.
Lastly, you can attempt to treat poisons and diseases. Attempting this
takes 1 minute. If your Medicine check is higher than the save DC of
the poison/disease, the poison/disease is cured.
Power: Patch Job
By making a DC 20 Medicine check, you can heal one target 1d10 + your
Wis score hit points. Making this check takes a full round action, and
a given target can only receive this effect once per day.
Power: Resuscitation
In addition, you can use Medicine to treat wounds after death; if this
healing brings the creature above -10 hit points, it brings them back
to life. To do this, you must start treating wounds within 1 minute of
death. If you attempt this, the Medicine DC is increased to 25.
Nature (Int):
Nature is the study of nature. The skill of Nature allows you to know
things. It includes animals, fey, giants, monstrous humanoids, plants,
seasons and cycles, weather and vermin.
Answering a question within this field of study has a DC of 10 (for
really easy questions), 15 (for basic questions), or 20 to 25 (for
really tough questions). Answering a question with a DC higher than 10
requires you to have ranks in Nature.
In addition, Nature can be used to navigate and survive in the wild. A
DC 15 Nature check informs you of either the current time or what
direction north is; you can only attempt this if you can see the sky.
You get a +4 bonus on finding the time during the day or directions
during the night. A DC 20 Nature check allows you to predict the
weather up to 24 hours in advance. Lastly, a DC 10 check allows you to
forage for food and water for yourself while traveling; you can provide
food and water for one other person for every 2 points by which your
check result exceeds 10.
Power: Simple Trap
By making a DC 15 Nature check, you can make a simple trap out of
nearby materials, and place it in a single 5-foot space. Setting up a
simple trap takes 5 minutes. The trap is triggered when someone steps
in the space it is built in. When triggered it has an effect chosen
when the trap is set; the effect is chosen from the following list:
* A loud noise is heard out to a range of 300 feet.
* The triggering character loses their next turn.
* The triggering character takes 2d6 damage.
Once triggered, the trap is expended. The Perception DC to find one of
these simple traps is 15, which is also the Disable Device DC to disarm
the trap. By increasing the Nature DC by 5, you can increase the Search
and Disable Device DC's by 3. This can be done any number of times.
Parkour (Dex):
Parkour is the art of moving between two places as quickly as possible.
The skill of Parkour allows you to leap great distances, climb cliffs,
slip between foes and swim.
To jump with the skill of Parkour, simply make a Parkour check as a
move action. The check result is the distance jumped in feet. Jumping
straight up divides the check result by 3.
Swimming with Parkour simply requires a DC 10 Parkour check. If the
water is rough or stormy, increase the DC by 5 or even 10. Success
allows you to move your base land speed in the water (you may dive if
you wish). Failure by more than 5 forces you to go 15 feet underwater.
While underwater, the DC of all Parkour checks to swim is increased by
5, unless you are swimming straight up. While underwater, most
characters can not breathe (See Suffocation in chapter 13).
To climb with Parkour, make a Parkour check. A DC 20 check allows you
to climb a normal surface (such as a castle wall or a cliff). A surface
with lots of handholds decreases the DC by 5, while a very smooth
surface increases the DC by 5. If the surface is slippery, the DC is
increased by 5.
Lastly, Parkour can be used to avoid foes. Whenever you provoke an
attack of opportunity, make a Parkour at DC 25. If you pass this check,
you don't provoke the attack of opportunity; each time you attempt this
check within a round, increase the DC by 10.
Power: Dash
You may, 3 times per day, attempt to dash. Make a DC 20 Parkour check
as a free action. If you pass that check, your base land speed is
increased by 10 feet for that round.
Perception (Wis):
Perception is used to notice things and detect those who seek to avoid
you. Perception is used for all of the 5 main senses. If something
isn't hidden (e.g. a creature standing in the open or someone talking
in a normal volume), no Perception check is required.
Perception is used in a wide range of ways, including noticing that
something isn't right. Whenever someone uses Stealth to hide from you,
Deception to deceive you or Sleight of Hand to rob you, you make a
Perception check. If your check result is higher, they have failed; you
notice them, see through their lies or spot them robbing you (and can
try to stop them, see Sleight of Hand).
In addition, Perception is used to notice things about your
environment. If someone has tried to hide something, be that something
a trap, a door or some treasure, you can make a Perception check to
find what is hidden. The DC for this check is usually 15, but can be
higher or lower depending on how well it is hidden. This can also be
used to hear whispered conversations or to read lips. Traps are usually
hidden rather well; the default DC for finding a trap is 20.
Lastly, Perception can be used to identify the value of an item. The DC
to identify the value of an item is 15. Increase this DC by 3 if the
item is a magic item; decrease this DC by 5 if you have at least 4
ranks in the Craft skill used to make the item. Pass this check and you
learn the market value of the item. Making this check takes 1 minute.
Power: Leading Strike
Whenever you fight a creature, you can, as a standard action, make a
Perception check opposed by that creatures Deception check. If you win
the check, you receive a +2 focus bonus on attack rolls and damage
rolls against that creature for the remainder of the combat. You can
make only three Perception checks to use this benefit per combat,
divided among your foes as you see fit.
Perform (Cha):
Perform is used to engage in various performances. Perform is actually
a number of separate skills. You could have several Perform skills,
each with its own ranks, each purchased as a separate skill.
Each of the nine categories of the Perform skill includes a variety of
methods, instruments, or techniques, a small list of which is provided
for each category below.
Act (comedy, drama, mime)
Comedy (buffoonery, limericks, joke-telling)
Dance (ballet, waltz, jig)
Keyboard instruments (harpsichord, piano, pipe organ)
Oratory (epic, ode, storytelling)
Percussion instruments (bells, chimes, drums, gong)
String instruments (fiddle, harp, lute, mandolin)
Wind instruments (flute, pan pipes, recorder, trumpet)
Sing (ballad, chant, melody)
You can use Perform to assist your allies. To assist your allies with
Perform, you must make a Perform check as a Standard action; the DC of
this check is 10 or 20, your choice. If you succeed on this check, one
targeted creature gets a +1 or +2 (divide the DC by 10) morale bonus to
attack rolls and reflex saves until the start of your next turn.
You can also use Perform to perform and entertain. A DC 15 is an
enjoyable performance and higher results indicate better performing.
Power: Rallying Sound
When you use Perform to assist your allies, the bonuses granted last
one round longer (i.e. it ends at the start of your turn after your
next one). In addition, the bonuses granted also apply to damage rolls.
Religion (Int):
Religion is the study of divine magic. The skill of Religion allows you
to know things. It includes gods and goddesses, other planes, mythic
history, ecclesiastic tradition, holy symbols, undead and outsiders.
Answering a question within this field of study has a DC of 10 (for
really easy questions), 15 (for basic questions), or 20 to 25 (for
really tough questions). Answering a question with a DC higher than 10
requires you to have ranks in Religion.
In addition, a DC 15 + spell level Religion check allows you to
recognize and identify a spell being cast or the ongoing effects of a
spell.
Lastly, you can use Religion to attempt to cast a divine spell; you
must have ranks in Religion to attempt this. Once per day (this daily
use is shared with the matching ability in the Arcana skill) you can
name a 1st level or lower spell from the cleric/favored spell list and
make a DC 15 Religion check; attempting this check is part of the
casting time of the spell. If you pass the check, you cast the spell.
The save DC for this spell is Cha based.
Power: True Faith
When using Religon to attempt to cast a spell, you may choose a second
or third level spell; if you do, the Religon DC is increased (20 for
second level, 25 for third). In addition, you can attempt to cast one
more spell per day; this extra attempt can only be used on a Divine
spell.
Sleight of Hand (Dex):
A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended
object. Performing a minor feat of legerdemain, such as making a coin
disappear, also has a DC of 10 unless an observer is determined to note
where the item went.
When you use this skill under close observation, your skill check is
opposed by the observer's Perception check. The observer's success
doesn't prevent you from performing the action, just from doing it
unnoticed.
You can hide a small object on your body. Your Sleight of Hand check is
opposed by the Perception check of anyone observing you or the
Perception check of anyone frisking you. In the latter case, the
searcher gains a +4 bonus on the Perception check, since it's generally
easier to find such an object than to hide it. A dagger is easier to
hide than most small weapons, and grants you a +2 bonus on your Sleight
of Hand check to conceal it. An extraordinarily small object, such as a
coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand
check to conceal it, and heavy or baggy clothing (such as a cloak)
grants you a +2 bonus on the check.
Drawing a hidden weapon is a standard action and doesn't provoke an attack of opportunity.
If you try to take something from another creature, you must make a DC
20 Sleight of Hand check to obtain it. The opponent makes a Perception
check to detect the attempt, opposed by the same Sleight of Hand check
result you achieved when you tried to grab the item. An opponent who
succeeds on this check notices the attempt, regardless of whether you
got the item. If the opponent notices your attempt, you and the
opponent roll opposed Dexterity checks; if they win the check, your
attempt to take the item fails.
Power: Deft Hands
You can use Sleight of Hand to send secret messages to anyone you can
see (these messages can only convey simple questions, explanations, and
instructions); this requires a DC 15 Sleight of Hand check. Anyone else
trying to detect and understand these messages makes a Perception check
opposed by the Sleight of Hand check you made to send the message; the
observer’s success doesn’t prevent you from sending the message, just
from doing it unnoticed.
Stealth (Dex):
Your Stealth check is opposed by the Perception check of anyone who
might notice you. Creatures that fail to beat your Stealth check are
not aware of you and treat you as if you had concealment. You can move
up to half your normal speed and use Stealth at no penalty. When moving
at a speed greater than half but less than your normal speed, you take
a –5 penalty. It's impossible to use Stealth while attacking, running,
or charging.
Creatures gain a bonus or penalty on Stealth checks based on their
size; Small creatures get a +4 bonus, while Large creatures get a -4
penalty. Other sizes get other bonuses or penalties, as listed with
their sizes.
If people are observing you using any of their senses (but typically
sight), you can't use Stealth. Against most creatures, finding cover or
concealment allows you to use Stealth. If your observers are
momentarily distracted (such as by a Deception check), you can attempt
to use Stealth. While the others turn their attention from you, you can
attempt a Stealth check if you can get to an unobserved place of some
kind. This check, however, is made at a –10 penalty because you have to
move fast.
When you start your turn using Stealth, you can leave cover or
concealment and remain unobserved as long as you succeed at a Stealth
check and end your turn in cover or concealment. Your Stealth
immediately ends after you make an attack roll, whether or not the
attack is successful (except when sniping as noted below).
If you've already successfully used Stealth at least 10 feet from your
target, you can make one ranged attack (sniping) and then immediately
use Stealth again. You take a –10 penalty on your Stealth check to
maintain your obscured location.
You can use Deception to allow you to use Stealth. A successful
Deception check can give you the momentary diversion you need to
attempt a Stealth check while people are aware of you.
Power: Shadow Strike
Whenever you attack someone while you have concealment, you can make a
Stealth opposed by their Perception check. If you win this opposed
check, you deal an extra 1d6 points of damage. Creatures that are
immune to a Rogue's Sneak Attack are immune to this trick.