This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
SKILLS
I
SKILLS SUMMARY
If you buy a class
skill, your character gets 1 rank (equal to a +1 bonus on checks with that
skill) for each skill point. If you buy other classes’ skills (cross-class
skills), you get 1/2 rank per skill point.
Your maximum rank in a class skill
is your character level + 3.
Your maximum rank in a cross-class skill is
one-half of this number (do not round up or down).
Using Skills: To
make a skill check, roll: 1d20 + skill modifier (Skill modifier = skill rank +
ability modifier + miscellaneous modifiers)
This roll works just like an
attack roll or a saving throw— the higher the roll, the better. Either
you’re trying to match or exceed a certain Difficulty Class (DC), or
you’re trying to beat another character’s check result.
Skill
Ranks: A character’s number of ranks in a skill is based on how many
skill points a character has invested in a skill. Many skills can be used even
if the character has no ranks in them; doing this is called making an untrained
skill check.
Ability Modifier: The ability modifier used in a skill
check is the modifier for the skill’s key ability (the ability associated
with the skill’s use). The key ability of each skill is noted in its
description.
Miscellaneous Modifiers: Miscellaneous modifiers include
racial bonuses, armor check penalties, and bonuses provided by feats, among
others.
Each skill point you spend on a class skill gets you 1 rank in
that skill. Class skills are the skills found on your character’s class
skill list. Each skill point you spend on a cross-class skill gets your
character 1/2 rank in that skill. Cross-class skills are skills not found on
your character’s class skill list. (Half ranks do not improve your skill
check, but two 1/2 ranks make 1 rank.) You can’t save skill points to
spend later.
The maximum rank in a class skill is the character’s level
+ 3. If it’s a cross-class skill, the maximum rank is half of that number
(do not round up or down).
Regardless of whether a skill is purchased as a
class skill or a cross-class skill, if it is a class skill for any of your
classes, your maximum rank equals your total character level +
3.
USING SKILLS
When your character uses a
skill, you make a skill check to see how well he or she does. The higher the
result of the skill check, the better. Based on the circumstances, your result
must match or beat a particular number (a DC or the result of an opposed skill
check) for the check to be successful. The harder the task, the higher the
number you need to roll.
Circumstances can affect your check. A character who
is free to work without distractions can make a careful attempt and avoid simple
mistakes. A character who has lots of time can try over and over again, thereby
assuring the best outcome. If others help, the character may succeed where
otherwise he or she would fail.
SKILL CHECKS
A skill check takes into
account a character’s training (skill rank), natural talent (ability
modifier), and luck (the die roll). It may also take into account his or her
race’s knack for doing certain things (racial bonus) or what armor he or
she is wearing (armor check penalty), or a certain feat the character possesses,
among other things.
To make a skill check, roll 1d20 and add your
character’s skill modifier for that skill. The skill modifier incorporates
the character’s ranks in that skill and the ability modifier for that
skill’s key ability, plus any other miscellaneous modifiers that may
apply, including racial bonuses and armor check penalties. The higher the
result, the better. Unlike with attack rolls and saving throws, a natural roll
of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an
automatic failure.
Difficulty Class
Some checks are made against a Difficulty Class (DC). The DC is a number
(set using the skill rules as a guideline) that you must score as a result on
your skill check in order to succeed.
|
Table: Difficulty Class Examples
|
|
Difficulty (DC)
|
Example (Skill Used)
|
|
Very easy (0)
|
Notice something large in plain sight (Spot)
|
|
Easy (5)
|
Climb a knotted rope (Climb)
|
|
Average (10)
|
Hear an approaching guard (Listen)
|
|
Tough (15)
|
Rig a wagon wheel to fall off (Disable Device)
|
|
Challenging (20)
|
Swim in stormy water (Swim)
|
|
Formidable (25)
|
Open an average lock (Open Lock)
|
|
Heroic (30)
|
Leap across a 30-foot chasm (Jump)
|
|
Nearly impossible (40)
|
Track a squad of orcs across hard ground after 24 hours of rainfall
(Survival)
|
Opposed Checks
An opposed check is a check whose success or failure is determined by
comparing the check result to another character’s check result. In an
opposed check, the higher result succeeds, while the lower result fails. In case
of a tie, the higher skill modifier wins. If these scores are the same, roll
again to break the tie.
|
Table: Example Opposed Checks
|
|
Task
|
Skill (Key Ability)
|
Opposing Skill (Key Ability)
|
|
Con someone
|
Bluff (Cha)
|
Sense Motive (Wis)
|
|
Pretend to be someone else
|
Disguise (Cha)
|
Spot (Wis)
|
|
Create a false map
|
Forgery (Int)
|
Forgery (Int)
|
|
Hide from someone
|
Hide (Dex)
|
Spot (Wis)
|
|
Make a bully back down
|
Intimidate (Cha)
|
Special1
|
|
Sneak up on someone
|
Move Silently (Dex)
|
Listen (Wis)
|
|
Steal a coin pouch
|
Sleight of Hand (Dex)
|
Spot (Wis)
|
|
Tie a prisoner securely
|
Use Rope (Dex)
|
Escape Artist (Dex)
|
|
1 An Intimidate check is opposed by the target’s level
check, not a skill check. See the Intimidate skill description for more
information.
|
Trying Again
In general, you can try a skill check again if you fail, and you can keep
trying indefinitely. Some skills, however, have consequences of failure that
must be taken into account. A few skills are virtually useless once a check has
failed on an attempt to accomplish a particular task. For most skills, when a
character has succeeded once at a given task, additional successes are
meaningless.
Untrained Skill Checks
Generally, if your character attempts to use a skill he or she does not
possess, you make a skill check as normal. The skill modifier doesn’t have
a skill rank added in because the character has no ranks in the skill. Any other
applicable modifiers, such as the modifier for the skill’s key ability,
are applied to the check.
Many skills can be used only by someone who is
trained in them.
Favorable and Unfavorable Conditions
Some situations may make a skill easier or harder to use, resulting in a
bonus or penalty to the skill modifier for a skill check or a change to the DC
of the skill check.
The chance of success can be altered in four ways to take
into account exceptional circumstances.
1. Give the skill user a +2
circumstance bonus to represent conditions that improve performance, such as
having the perfect tool for the job, getting help from another character (see
Combining Skill Attempts), or possessing unusually accurate information.
2.
Give the skill user a –2 circumstance penalty to represent conditions that
hamper performance, such as being forced to use improvised tools or having
misleading information.
3. Reduce the DC by 2 to represent circumstances that
make the task easier, such as having a friendly audience or doing work that can
be subpar.
4. Increase the DC by 2 to represent circumstances that make the
task harder, such as having an uncooperative audience or doing work that must be
flawless.
Conditions that affect your character’s ability to perform
the skill change the skill modifier. Conditions that modify how well the
character has to perform the skill to succeed change the DC. A bonus to the
skill modifier and a reduction in the check’s DC have the same result:
They create a better chance of success. But they represent different
circumstances, and sometimes that difference is important.
Time and Skill Checks
Using a skill might take a round, take no time, or take several rounds or
even longer. Most skill uses are standard actions, move actions, or full-round
actions. Types of actions define how long activities take to perform within the
framework of a combat round (6 seconds) and how movement is treated with respect
to the activity. Some skill checks are instant and represent reactions to an
event, or are included as part of an action.
These skill checks are not
actions. Other skill checks represent part of movement.
Checks without Rolls
A skill check represents an attempt to accomplish some goal, usually while
under some sort of time pressure or distraction. Sometimes, though, a character
can use a skill under more favorable conditions and eliminate the luck
factor.
Taking 10: When your character is not being threatened or
distracted, you may choose to take 10. Instead of rolling 1d20 for the skill
check, calculate your result as if you had rolled a 10. For many routine tasks,
taking 10 makes them automatically successful. Distractions or threats (such as
combat) make it impossible for a character to take 10. In most cases, taking 10
is purely a safety measure —you know (or expect) that an average roll will
succeed but fear that a poor roll might fail, so you elect to settle for the
average roll (a 10). Taking 10 is especially useful in situations where a
particularly high roll wouldn’t help.
Taking 20:When you have
plenty of time (generally 2 minutes for a skill that can normally be checked in
1 round, one full-round action, or one standard action), you are faced with no
threats or distractions, and the skill being attempted carries no penalties for
failure, you can take 20. In other words, eventually you will get a 20 on 1d20
if you roll enough times. Instead of rolling 1d20 for the skill check, just
calculate your result as if you had rolled a 20.
Taking 20 means you are
trying until you get it right, and it assumes that you fail many times before
succeeding. Taking 20 takes twenty times as long as making a single check would
take.
Since taking 20 assumes that the character will fail many times before
succeeding, if you did attempt to take 20 on a skill that carries penalties for
failure, your character would automatically incur those penalties before he or
she could complete the task. Common “take 20” skills include Escape
Artist, Open Lock, and Search.
Ability Checks and Caster Level Checks:
The normal take 10 and take 20 rules apply for ability checks. Neither rule
applies to caster level checks.
COMBINING SKILL ATTEMPTS
When more
than one character tries the same skill at the same time and for the same
purpose, their efforts may overlap.
Individual Events
Often, several characters attempt some action and each succeeds or fails
independently. The result of one character’s Climb check does not
influence the results of other characters Climb check.
Aid Another
You can help another character achieve success on his or her skill check by
making the same kind of skill check in a cooperative effort. If you roll a 10 or
higher on your check, the character you are helping gets a +2 bonus to his or
her check, as per the rule for favorable conditions. (You can’t take 10 on
a skill check to aid another.) In many cases, a character’s help
won’t be beneficial, or only a limited number of characters can help at
once.
In cases where the skill restricts who can achieve certain results you
can’t aid another to grant a bonus to a task that your character
couldn’t achieve alone.
Skill Synergy
It’s possible for a character to have two skills that work well
together. In general, having 5 or more ranks in one skill gives the character a
+2 bonus on skill checks with each of its synergistic skills, as noted in the
skill description. In some cases, this bonus applies only to specific uses of
the skill in question, and not to all checks. Some skills provide benefits on
other checks made by a character, such as those checks required to use certain
class features.
ABILITY CHECKS
Sometimes a character tries to do
something to which no specific skill really applies. In these cases, you make an
ability check. An ability check is a roll of 1d20 plus the appropriate ability
modifier. Essentially, you’re making an untrained skill check.
In some
cases, an action is a straight test of one’s ability with no luck
involved. Just as you wouldn’t make a height check to see who is taller,
you don’t make a Strength check to see who is
stronger.
SKILL DESCRIPTIONS
This section
describes each skill, including common uses and typical modifiers. Characters
can sometimes use skills for purposes other than those noted here.
Here is
the format for skill descriptions.
SKILL NAME
The skill name line
includes (in addition to the name of the skill) the following
information.
Key Ability: The abbreviation of the ability whose
modifier applies to the skill check. Exception: Speak Language has
“None” as its key ability because the use of this skill does not
require a check.
Trained Only: If this notation is included in the
skill name line, you must have at least 1 rank in the skill to use it. If it is
omitted, the skill can be used untrained (with a rank of 0). If any special
notes apply to trained or untrained use, they are covered in the Untrained
section (see below).
Armor Check Penalty: If this notation is included
in the skill name line, an armor check penalty applies (when appropriate) to
checks using this skill. If this entry is absent, an armor check penalty does
not apply.
The skill name line is followed by a general description of
what using the skill represents. After the description are a few other types of
information:
Check: What a character (“you” in the skill
description) can do with a successful skill check and the check’s
DC.
Action: The type of action using the skill requires, or the amount
of time required for a check.
Try Again: Any conditions that apply to
successive attempts to use the skill successfully. If the skill doesn’t
allow you to attempt the same task more than once, or if failure carries an
inherent penalty (such as with the Climb skill), you can’t take 20. If
this paragraph is omitted, the skill can be retried without any inherent
penalty, other than the additional time required.
Special: Any extra
facts that apply to the skill, such as special effects deriving from its use or
bonuses that certain characters receive because of class, feat choices, or
race.
Synergy: Some skills grant a bonus to the use of one or more
other skills because of a synergistic effect. This entry, when present,
indicates what bonuses this skill may grant or receive because of such
synergies. See Table 4–5 for a complete list of bonuses granted by synergy
between skills (or between a skill and a class feature).
Restriction:
The full utility of certain skills is restricted to characters of certain
classes or characters who possess certain feats. This entry indicates whether
any such restrictions exist for the skill.
Untrained: This entry
indicates what a character without at least 1 rank in the skill can do with it.
If this entry doesn’t appear, it means that the skill functions normally
for untrained characters (if it can be used untrained) or that an untrained
character can’t attempt checks with this skill (for skills that are
designated as “Trained Only”).
APPRAISE
(INT)
Check: You can appraise common or well-known objects with a DC
12 Appraise check. Failure means that you estimate the value at 50% to 150%
(2d6+3 times 10%,) of its actual value.
Appraising a rare or exotic item
requires a successful check against DC 15, 20, or higher. If the check is
successful, you estimate the value correctly; failure means you cannot estimate
the item’s value.
A magnifying glass gives you a +2 circumstance bonus
on Appraise checks involving any item that is small or highly detailed, such as
a gem. A merchant’s scale gives you a +2 circumstance bonus on Appraise
checks involving any items that are valued by weight, including anything made of
precious metals.
These bonuses stack.
Action: Appraising an item
takes 1 minute (ten consecutive full-round actions).
Try Again: No.
You cannot try again on the same object, regardless of
success.
Special: A dwarf gets a +2 racial bonus on Appraise checks
that are related to stone or metal items because dwarves are familiar with
valuable items of all kinds (especially those made of stone or metal).
The
master of a raven familiar gains a +3 bonus on Appraise checks.
A character
with the Diligent feat gets a +2 bonus on Appraise checks.
Synergy: If
you have 5 ranks in any Craft skill, you gain a +2 bonus on Appraise checks
related to items made with that Craft skill.
Untrained: For common
items, failure on an untrained check means no estimate. For rare items, success
means an estimate of 50% to 150% (2d6+3 times 10%).
BALANCE (DEX; ARMOR
CHECK PENALTY)
Check: You can walk on a precarious surface. A
successful check lets you move at half your speed along the surface for 1 round.
A failure by 4 or less means you can’t move for 1 round. A failure by 5 or
more means you fall. The difficulty varies with the surface, as
follows:
|
Narrow Surface
|
Balance DC1
|
Difficult Surface
|
Balance DC1
|
|
7–12 inches wide
|
10
|
Uneven flagstone
|
102
|
|
2–6 inches wide
|
15
|
Hewn stone floor
|
102
|
|
Less than 2 inches wide
|
20
|
Sloped or angled floor
|
102
|
|
1 Add modifiers from Narrow Surface Modifiers, below, as
appropriate.
|
|
2 Only if running or charging. Failure by 4 or less means the character
can’t run or charge, but may otherwise act normally.
|
|
Narrow Surface Modifiers
|
|
|
Surface
|
DC Modifier1
|
|
Lightly obstructed
|
+2
|
|
Severely obstructed
|
+5
|
|
Lightly slippery
|
+2
|
|
Severely slippery
|
+5
|
|
Sloped or angled
|
+2
|
|
1 Add the appropriate modifier to the Balance DC of a narrow
surface.
|
|
These modifiers stack.
|
Being Attacked while Balancing: You are considered flat-footed
while balancing, since you can’t move to avoid a blow, and thus you lose
your Dexterity bonus to AC (if any). If you have 5 or more ranks in Balance, you
aren’t considered flat-footed while balancing. If you take damage while
balancing, you must make another Balance check against the same DC to remain
standing.
Accelerated Movement: You can try to walk across a
precarious surface more quickly than normal. If you accept a –5 penalty,
you can move your full speed as a move action. (Moving twice your speed in a
round requires two Balance checks, one for each move action used.) You may also
accept this penalty in order to charge across a precarious surface; charging
requires one Balance check for each multiple of your speed (or fraction thereof
) that you charge.
Action: None. A Balance check doesn’t require
an action; it is made as part of another action or as a reaction to a
situation.
Special: If you have the Agile feat, you get a +2 bonus on
Balance checks.
Synergy: If you have 5 or more ranks in Tumble, you
get a +2 bonus on Balance checks.
BLUFF (CHA)
Check: A Bluff
check is opposed by the target’s Sense Motive check. See the accompanying
table for examples of different kinds of bluffs and the modifier to the
target’s Sense Motive check for each one.
Favorable and unfavorable
circumstances weigh heavily on the outcome of a bluff. Two circumstances can
weigh against you: The bluff is hard to believe, or the action that the target
is asked to take goes against its self-interest, nature, personality, orders, or
the like. If it’s important, you can distinguish between a bluff that
fails because the target doesn’t believe it and one that fails because it
just asks too much of the target. For instance, if the target gets a +10 bonus
on its Sense Motive check because the bluff demands something risky, and the
Sense Motive check succeeds by 10 or less, then the target didn’t so much
see through the bluff as prove reluctant to go along with it. A target that
succeeds by 11 or more has seen through the bluff.
A successful Bluff check
indicates that the target reacts as you wish, at least for a short time (usually
1 round or less) or believes something that you want it to believe. Bluff,
however, is not a suggestion spell.
A bluff requires interaction
between you and the target. Creatures unaware of you cannot be
bluffed.
Feinting in Combat: You can also use Bluff to mislead an
opponent in melee combat (so that it can’t dodge your next attack
effectively). To feint, make a Bluff check opposed by your target’s Sense
Motive check, but in this case, the target may add its base attack bonus to the
roll along with any other applicable modifiers.
If your Bluff check result
exceeds this special Sense Motive check result, your target is denied its
Dexterity bonus to AC (if any) for the next melee attack you make against it.
This attack must be made on or before your next turn.
Feinting in this way
against a nonhumanoid is difficult because it’s harder to read a strange
creature’s body language; you take a –4 penalty on your Bluff check.
Against a creature of animal Intelligence (1 or 2) it’s even harder; you
take a –8 penalty. Against a nonintelligent creature, it’s
impossible.
Feinting in combat does not provoke an attack of
opportunity.
Creating a Diversion to Hide: You can use the Bluff skill
to help you hide. A successful Bluff check gives you the momentary diversion you
need to attempt a Hide check while people are aware of you. This usage does not
provoke an attack of opportunity.
Delivering a Secret Message: You can
use Bluff to get a message across to another character without others
understanding it. The DC is 15 for simple messages, or 20 for complex messages,
especially those that rely on getting across new information. Failure by 4 or
less means you can’t get the message across. Failure by 5 or more means
that some false information has been implied or inferred. Anyone listening to
the exchange can make a Sense Motive check opposed by the Bluff check you made
to transmit in order to intercept your message (see Sense
Motive).
Action: Varies. A Bluff check made as part of general
interaction always takes at least 1 round (and is at least a full-round action),
but it can take much longer if you try something elaborate. A Bluff check made
to feint in combat or create a diversion to hide is a standard action. A Bluff
check made to deliver a secret message doesn’t take an action; it is part
of normal communication.
Try Again: Varies. Generally, a failed Bluff
check in social interaction makes the target too suspicious for you to try again
in the same circumstances, but you may retry freely on Bluff checks made to
feint in combat. Retries are also allowed when you are trying to send a message,
but you may attempt such a retry only once per round.
Each retry carries the
same chance of miscommunication.
Special: A ranger gains a bonus on
Bluff checks when using this skill against a favored enemy.
The master of a
snake familiar gains a +3 bonus on Bluff checks.
If you have the Persuasive
feat, you get a +2 bonus on Bluff checks.
Synergy: If you have 5 or
more ranks in Bluff, you get a +2 bonus on Diplomacy, Intimidate, and Sleight of
Hand checks, as well as on Disguise checks made when you know you’re being
observed and you try to act in character.
|
Bluff Examples
|
|
Example Circumstances
|
Sense Motive Modifier
|
|
The target wants to believe you.
|
–5
|
|
The bluff is believable and doesn’t affect the target much.
|
+0
|
|
The bluff is a little hard to believe or puts the target at some risk.
|
+5
|
|
The bluff is hard to believe or puts the target at significant risk.
|
+10
|
|
The bluff is way out there, almost too incredible to consider.
|
+20
|
CLIMB (STR; ARMOR CHECK PENALTY)
Check: With a successful
Climb check, you can advance up, down, or across a slope, a wall, or some other
steep incline (or even a ceiling with handholds) at one-quarter your normal
speed. A slope is considered to be any incline at an angle measuring less than
60 degrees; a wall is any incline at an angle measuring 60 degrees or more.
A
Climb check that fails by 4 or less means that you make no progress, and one
that fails by 5 or more means that you fall from whatever height you have
already attained.
A climber’s kit gives you a +2 circumstance bonus on
Climb checks.
The DC of the check depends on the conditions of the climb.
Compare the task with those on the following table to determine an appropriate
DC.
|
Climb DC
|
Example Surface or Activity
|
|
0
|
A slope too steep to walk up, or a knotted rope with a wall to brace
against.
|
|
5
|
A rope with a wall to brace against, or a knotted rope, or a rope affected
by the rope trick spell.
|
|
10
|
A surface with ledges to hold on to and stand on, such as a very rough wall
or a ship’s rigging.
|
|
15
|
Any surface with adequate handholds and footholds (natural or artificial),
such as a very rough natural rock surface or a tree, or an unknotted rope, or
pulling yourself up when dangling by your hands.
|
|
20
|
An uneven surface with some narrow handholds and footholds, such as a
typical wall in a dungeon or ruins.
|
|
25
|
A rough surface, such as a natural rock wall or a brick wall.
|
|
25
|
An overhang or ceiling with handholds but no footholds.
|
|
—
|
A perfectly smooth, flat, vertical surface cannot be climbed.
|
Climb DC Modifier1
|
Example Surface or Activity
|
|
–10
|
Climbing a chimney (artificial or natural) or other location where you can
brace against two opposite walls (reduces DC by 10).
|
|
–5
|
Climbing a corner where you can brace against perpendicular walls (reduces
DC by 5).
|
|
+5
|
Surface is slippery (increases DC by 5).
|
|
1These modifiers are cumulative; use any that apply.
|
You need both hands free to climb, but you may cling to a wall with one
hand while you cast a spell or take some other action that requires only one
hand. While climbing, you can’t move to avoid a blow, so you lose your
Dexterity bonus to AC (if any). You also can’t use a shield while
climbing.
Any time you take damage while climbing, make a Climb check against
the DC of the slope or wall. Failure means you fall from your current height and
sustain the appropriate falling damage.
Accelerated Climbing: You try
to climb more quickly than normal. By accepting a –5 penalty, you can move
half your speed (instead of one-quarter your speed).
Making Your Own
Handholds and Footholds: You can make your own handholds and footholds by
pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is
needed per 3 feet of distance. As with any surface that offers handholds and
footholds, a wall with pitons in it has a DC of 15. In the same way, a climber
with a handaxe or similar implement can cut handholds in an ice
wall.
Catching Yourself When Falling: It’s practically
impossible to catch yourself on a wall while falling. Make a Climb check (DC =
wall’s DC + 20) to do so. It’s much easier to catch yourself on a
slope (DC = slope’s DC + 10).
Catching a Falling Character While
Climbing: If someone climbing above you or adjacent to you falls, you can
attempt to catch the falling character if he or she is within your reach. Doing
so requires a successful melee touch attack against the falling character
(though he or she can voluntarily forego any Dexterity bonus to AC if desired).
If you hit, you must immediately attempt a Climb check (DC = wall’s DC +
10). Success indicates that you catch the falling character, but his or her
total weight, including equipment, cannot exceed your heavy load limit or you
automatically fall. If you fail your Climb check by 4 or less, you fail to stop
the character’s fall but don’t lose your grip on the wall. If you
fail by 5 or more, you fail to stop the character’s fall and begin falling
as well.
Action: Climbing is part of movement, so it’s generally
part of a move action (and may be combined with other types of movement in a
move action). Each move action that includes any climbing requires a separate
Climb check. Catching yourself or another falling character doesn’t take
an action.
Special: You can use a rope to haul a character upward (or
lower a character) through sheer strength. You can lift double your maximum load
in this manner.
A halfling has a +2 racial bonus on Climb checks because
halflings are agile and surefooted.
The master of a lizard familiar gains a
+3 bonus on Climb checks.
If you have the Athletic feat, you get a +2 bonus
on Climb checks.
A creature with a climb speed has a +8 racial bonus on all
Climb checks. The creature must make a Climb check to climb any wall or slope
with a DC higher than 0, but it always can choose to take 10, even if rushed or
threatened while climbing. If a creature with a climb speed chooses an
accelerated climb (see above), it moves at double its climb speed (or at its
land speed, whichever is slower) and makes a single Climb check at a –5
penalty. Such a creature retains its Dexterity bonus to Armor Class (if any)
while climbing, and opponents get no special bonus to their attacks against it.
It cannot, however, use the run action while climbing.
Synergy: If you
have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to
climb a rope, a knotted rope, or a rope-and-wall
combination.
CONCENTRATION (CON)
Check: You must make a
Concentration check whenever you might potentially be distracted (by taking
damage, by harsh weather, and so on) while engaged in some action that requires
your full attention. Such actions include casting a spell, concentrating on an
active spell, directing a spell, using a spell-like ability, or using a skill
that would provoke an attack of opportunity. In general, if an action
wouldn’t normally provoke an attack of opportunity, you need not make a
Concentration check to avoid being distracted.
If the Concentration check
succeeds, you may continue with the action as normal. If the check fails, the
action automatically fails and is wasted. If you were in the process of casting
a spell, the spell is lost. If you were concentrating on an active spell, the
spell ends as if you had ceased concentrating on it. If you were directing a
spell, the direction fails but the spell remains active. If you were using a
spell-like ability, that use of the ability is lost. A skill use also fails, and
in some cases a failed skill check may have other ramifications as well.
The
table below summarizes various types of distractions that cause you to make a
Concentration check. If the distraction occurs while you are trying to cast a
spell, you must add the level of the spell you are trying to cast to the
appropriate Concentration DC. If more than one type of distraction is present,
make a check for each one; any failed Concentration check indicates that the
task is not completed.
|
Concentration DC1
|
Distraction
|
|
10 + damage dealt
|
Damaged during the action.2
|
|
10 + half of continuous
|
Taking continuous damage during the damage last dealt
action.3
|
|
Distracting spell’s save DC
|
Distracted by nondamaging spell.4
|
|
10
|
Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small
boat in rough water, belowdecks in a stormtossed ship).
|
|
15
|
Violent motion (on a galloping horse, taking a very rough wagon ride, in a
small boat in rapids, on the deck of a storm-tossed ship).
|
|
20
|
Extraordinarily violent motion (earthquake).
|
|
15
|
Entangled.
|
|
20
|
Grappling or pinned. (You can cast only spells without somatic components
for which you have any required material component in hand.)
|
|
5
|
Weather is a high wind carrying blinding rain or sleet.
|
|
10
|
Weather is wind-driven hail, dust, or debris.
|
|
Distracting spell’s save DC
|
Weather caused by a spell, such as storm of
vengeance.4
|
|
1 If you are trying to cast, concentrate on, or direct a spell when the
distraction occurs, add the level of the spell to the indicated DC.
|
|
2 Such as during the casting of a spell with a casting time of 1 round or
more, or the execution of an activity that takes more than a single full-round
action (such as Disable Device). Also, damage stemming from an attack of
opportunity or readied attack made in response to the spell being cast (for
spells with a casting time of 1 action) or the action being taken (for
activities requiring no more than a full-round action). (See also Distracting
Spellcasters, page 160.)
|
|
3 Such as from acid arrow.
|
|
4 If the spell allows no save, use the save DC it would have if it did
allow a save.
|
Action: None. Making a Concentration check doesn’t take an
action; it is either a free action (when attempted reactively) or part of
another action (when attempted actively).
Try Again: Yes, though a
success doesn’t cancel the effect of a previous failure, such as the loss
of a spell you were casting or the disruption of a spell you were concentrating
on.
Special: You can use Concentration to cast a spell, use a
spell-like ability, or use a skill defensively, so as to avoid attacks of
opportunity altogether. This doesn’t apply to other actions that might
provoke attacks of opportunity.
The DC of the check is 15 (plus the
spell’s level, if casting a spell or using a spell-like ability
defensively). If the Concentration check succeeds, you may attempt the action
normally without provoking any attacks of opportunity. A successful
Concentration check still doesn’t allow you to take 10 on another check if
you are in a stressful situation; you must make the check normally. If the
Concentration check fails, the related action also automatically fails (with any
appropriate ramifications), and the action is wasted, just as if your
concentration had been disrupted by a distraction.
A character with the
Combat Casting feat gets a +4 bonus on Concentration checks made to cast a spell
or use a spell-like ability while on the defensive or while grappling or
pinned.
CRAFT (INT)
Like Knowledge, Perform, and Profession, Craft is
actually a number of separate skills. You could have several Craft skills, each
with its own ranks, each purchased as a separate skill.
A Craft skill is
specifically focused on creating something. If nothing is created by the
endeavor, it probably falls under the heading of a Profession
skill.
Check: You can practice your trade and make a decent living,
earning about half your check result in gold pieces per week of dedicated work.
You know how to use the tools of your trade, how to perform the craft’s
daily tasks, how to supervise untrained helpers, and how to handle common
problems. (Untrained laborers and assistants earn an average of 1 silver piece
per day.)
The basic function of the Craft skill, however, is to allow you to
make an item of the appropriate type. The DC depends on the complexity of the
item to be created. The DC, your check results, and the price of the item
determine how long it takes to make a particular item. The item’s finished
price also determines the cost of raw materials.
In some cases, the
fabricate spell can be used to achieve the results of a Craft check with
no actual check involved. However, you must make an appropriate Craft check when
using the spell to make articles requiring a high degree of craftsmanship.
A
successful Craft check related to woodworking in conjunction with the casting of
the ironwood spell enables you to make wooden items that have the
strength of steel.
When casting the spell minor creation, you must
succeed on an appropriate Craft check to make a complex item.
All crafts
require artisan’s tools to give the best chance of success. If improvised
tools are used, the check is made with a –2 circumstance penalty. On the
other hand, masterwork artisan’s tools provide a +2 circumstance bonus on
the check.
To determine how much time and money it takes to make an item,
follow these steps.
1. Find the item’s price. Put the price in silver
pieces (1 gp = 10 sp).
2. Find the DC from the table below.
3. Pay
one-third of the item’s price for the cost of raw materials.
4. Make an
appropriate Craft check representing one week’s work. If the check
succeeds, multiply your check result by the DC. If the result × the DC
equals the price of the item in sp, then you have completed the item. (If the
result × the DC equals double or triple the price of the item in silver
pieces, then you’ve completed the task in one-half or one-third of the
time. Other multiples of the DC reduce the time in the same manner.) If the
result × the DC doesn’t equal the price, then it represents the
progress you’ve made this week. Record the result and make a new Craft
check for the next week. Each week, you make more progress until your total
reaches the price of the item in silver pieces.
If you fail a check by 4 or
less, you make no progress this week.
If you fail by 5 or more, you ruin half
the raw materials and have to pay half the original raw material cost
again.
Progress by the Day: You can make checks by the day instead of
by the week. In this case your progress (check result × DC) is in copper
pieces instead of silver pieces.
Creating Masterwork Items: You can
make a masterwork item—a weapon, suit of armor, shield, or tool that
conveys a bonus on its use through its exceptional craftsmanship, not through
being magical. To create a masterwork item, you create the masterwork component
as if it were a separate item in addition to the standard item. The masterwork
component has its own price (300 gp for a weapon or 150 gp for a suit of armor
or a shield) and a Craft DC of 20. Once both the standard component and the
masterwork component are completed, the masterwork item is finished. Note:
The cost you pay for the masterwork component is one-third of the given
amount, just as it is for the cost in raw materials.
Repairing Items:
Generally, you can repair an item by making checks against the same DC that
it took to make the item in the first place. The cost of repairing an item is
one-fifth of the item’s price.
When you use the Craft skill to
make a particular sort of item, the DC for checks involving the creation of that
item are typically as given on the following table.
Item
|
Craft Skill
|
Craft DC
|
|
Acid
|
Alchemy1
|
15
|
|
Alchemist’s fire, smokestick, or tindertwig
|
Alchemy1
|
20
|
|
Antitoxin, sunrod, tanglefoot bag, or thunderstone
|
Alchemy1
|
25
|
|
Armor or shield
|
Armorsmithing
|
10 + AC bonus
|
|
Longbow or shortbow
|
Bowmaking
|
12
|
|
Composite longbow or composite shortbow
|
Bowmaking
|
15
|
|
Composite longbow or composite shortbow with high strength rating
|
Bowmaking
|
15 + (2 × rating)
|
|
Crossbow
|
Weaponsmithing
|
15
|
|
Simple melee or thrown weapon
|
Weaponsmithing
|
12
|
|
Martial melee or thrown weapon
|
Weaponsmithing
|
15
|
|
Exotic melee or thrown weapon
|
Weaponsmithing
|
18
|
|
Mechanical trap
|
Trapmaking
|
Varies2
|
|
Very simple item (wooden spoon)
|
Varies
|
5
|
|
Typical item (iron pot)
|
Varies
|
10
|
|
High-quality item (bell)
|
Varies
|
15
|
|
Complex or superior item (lock)
|
Varies
|
20
|
|
1 You must be a spellcaster to craft any of these items.
|
|
2 Traps have their own rules for construction.
|
Action: Does not apply. Craft checks are made by the day or week
(see above).
Try Again: Yes, but each time you miss by 5 or more, you
ruin half the raw materials and have to pay half the original raw material cost
again.
Special: A dwarf has a +2 racial bonus on Craft checks that are
related to stone or metal, because dwarves are especially capable with stonework
and metalwork.
A gnome has a +2 racial bonus on Craft (alchemy) checks
because gnomes have sensitive noses.
You may voluntarily add +10 to the
indicated DC to craft an item. This allows you to create the item more quickly
(since you’ll be multiplying this higher DC by your Craft check result to
determine progress). You must decide whether to increase the DC before you make
each weekly or daily check.
To make an item using Craft (alchemy), you must
have alchemical equipment and be a spellcaster. If you are working in a city,
you can buy what you need as part of the raw materials cost to make the item,
but alchemical equipment is difficult or impossible to come by in some places.
Purchasing and maintaining an alchemist’s lab grants a +2 circumstance
bonus on Craft (alchemy) checks because you have the perfect tools for the job,
but it does not affect the cost of any items made using the
skill.
Synergy: If you have 5 ranks in a Craft skill, you get a +2
bonus on Appraise checks related to items made with that Craft
skill.
DECIPHER SCRIPT (INT; TRAINED ONLY)
Check: You can
decipher writing in an unfamiliar language or a message written in an incomplete
or archaic form. The base DC is 20 for the simplest messages, 25 for standard
texts, and 30 or higher for intricate, exotic, or very old writing.
If the
check succeeds, you understand the general content of a piece of writing about
one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check
to see if you avoid drawing a false conclusion about the text. (Success means
that you do not draw a false conclusion; failure means that you do.)
Both the
Decipher Script check and (if necessary) the Wisdom check are made secretly, so
that you can’t tell whether the conclusion you draw is true or
false.
Action: Deciphering the equivalent of a single page of script
takes 1 minute (ten consecutive full-round actions).
Try Again:
No.
Special: A character with the Diligent feat gets a +2 bonus on
Decipher Script checks.
Synergy: If you have 5 or more ranks in
Decipher Script, you get a +2 bonus on Use Magic Device checks involving
scrolls.
DIPLOMACY (CHA)
Check: You can change the attitudes of
others (nonplayer characters) with a successful Diplomacy check; see the
Influencing NPC Attitudes sidebar, below, for basic DCs. In negotiations,
participants roll opposed Diplomacy checks, and the winner gains the advantage.
Opposed checks also resolve situations when two advocates or diplomats plead
opposite cases in a hearing before a third party.
Action: Changing
others’ attitudes with Diplomacy generally takes at least 1 full minute
(10 consecutive full-round actions). In some situations, this time requirement
may greatly increase. A rushed Diplomacy check can be made as a full-round
action, but you take a –10 penalty on the check.
Try Again:
Optional, but not recommended because retries usually do not work. Even if the
initial Diplomacy check succeeds, the other character can be persuaded only so
far, and a retry may do more harm than good. If the initial check fails, the
other character has probably become more firmly committed to his position, and a
retry is futile.
Special: A half-elf has a +2 racial bonus on
Diplomacy checks.
If you have the Negotiator feat, you get a +2 bonus on
Diplomacy checks.
Synergy: If you have 5 or more ranks in Bluff,
Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on
Diplomacy checks.
INFLUENCING NPC ATTITUDES
Use the table below to
determine the effectiveness of Diplomacy checks (or Charisma checks) made to
influence the attitude of a nonplayer character, or wild empathy checks made to
influence the attitude of an animal or magical beast.
|
Initial Attitude
|
————— New Attitude (DC to
achieve)—————
|
|
|
Hostile
|
Unfriendly
|
Indifferent
|
Friendly
|
Helpful
|
|
Hostile
|
Less than 20
|
20
|
25
|
35
|
50
|
|
Unfriendly
|
Less than 5
|
5
|
15
|
25
|
40
|
|
Indifferent
|
—
|
Less than 1
|
1
|
15
|
30
|
|
Friendly
|
—
|
—
|
Less than 1
|
1
|
20
|
|
Helpful
|
—
|
—
|
—
|
Less than 1
|
1
|
|
Attitude
|
Means
|
Possible Actions
|
|
Hostile
|
Will take risks to hurt you
|
Attack, interfere, berate, flee
|
|
Unfriendly
|
Wishes you ill
|
Mislead, gossip, avoid, watch suspiciously, insult
|
|
Indifferent
|
Doesn’t much care
|
Socially expected interaction
|
|
Friendly
|
Wishes you well
|
Chat, advise, offer limited help, advocate
|
|
Helpful
|
Will take risks to help you
|
Protect, back up, heal, aid
|
DISABLE DEVICE (INT; TRAINED ONLY)
Check: The Disable Device
check is made secretly, so that you don’t necessarily know whether
you’ve succeeded.
The DC depends on how tricky the device is. Disabling
(or rigging or jamming) a fairly simple device has a DC of 10; more intricate
and complex devices have higher DCs.
If the check succeeds, you disable the
device. If it fails by 4 or less, you have failed but can try again. If you fail
by 5 or more, something goes wrong. If the device is a trap, you spring it. If
you’re attempting some sort of sabotage, you think the device is disabled,
but it still works normally.
You also can rig simple devices such as saddles
or wagon wheels to work normally for a while and then fail or fall off some time
later (usually after 1d4 rounds or minutes of use).
|
Device
|
Time
|
Disable Device DC1
|
Example
|
|
Simple
|
1 round
|
10
|
Jam a lock
|
|
Tricky
|
1d4 rounds
|
15
|
Sabotage a wagon wheel
|
|
Difficult
|
2d4 rounds
|
20
|
Disarm a trap, reset a trap
|
|
Wicked
|
2d4 rounds
|
25
|
Disarm a complex trap, cleverly sabotage a clockwork device
|
|
1If you attempt to leave behind no trace of your tampering, add 5 to the
DC.
|
Action: The amount of time needed to make a Disable Device check
depends on the task, as noted above. Disabling a simple device takes 1 round and
is a full-round action. An intricate or complex device requires 1d4 or 2d4
rounds.
Try Again: Varies. You can retry if you have missed the check
by 4 or less, though you must be aware that you have failed in order to try
again.
Special: If you have the Nimble Fingers feat, you get a +2
bonus on Disable Device checks.
A rogue who beats a trap’s DC by 10 or
more can study the trap, figure out how it works, and bypass it (along with her
companions) without disarming it.
Restriction: Rogues (and other
characters with the trapfinding class feature) can disarm magic traps. A magic
trap generally has a DC of 25 + the spell level of the magic used to create
it.
The spells fire trap, glyph of warding, symbol, and
teleportation circle also create traps that a rogue can disarm with a
successful Disable Device check. Spike growth and spike stones,
however, create magic traps against which Disable Device checks do not
succeed. See the individual spell descriptions for details.
OTHER WAYS TO
BEAT A TRAP
It’s possible to ruin many traps without making a Disable
Device check.
Ranged Attack Traps: Once a trap’s location is
known, the obvious way to ruin it is to smash the mechanism—assuming the
mechanism can be accessed. Failing that, it’s possible to plug up the
holes from which the projectiles emerge. Doing this prevents the trap from
firing unless its ammunition does enough damage to break through the
plugs.
Melee Attack Traps: These devices can be thwarted by smashing
the mechanism or blocking the weapons, as noted above. Alternatively, if a
character studies the trap as it triggers, he might be able to time his dodges
just right to avoid damage. A character who is doing nothing but studying a trap
when it first goes off gains a +4 dodge bonus against its attacks if it is
triggered again within the next minute.
Pits: Disabling a pit trap
generally ruins only the trapdoor, making it an uncovered pit. Filling in the
pit or building a makeshift bridge across it is an application of manual labor,
not the Disable Device skill. Characters could neutralize any spikes at the
bottom of a pit by attacking them—they break just as daggers
do.
Magic Traps: Dispel magic helps here. Someone who succeeds
on a caster level check against the level of the trap’s creator suppresses
the trap for 1d4 rounds. This works only with a targeted dispel magic,
not the area version (see the spell description).
DISGUISE
(CHA)
Check: Your Disguise check result determines how good the
disguise is, and it is opposed by others’ Spot check results. If you
don’t draw any attention to yourself, others do not get to make Spot
checks. If you come to the attention of people who are suspicious (such as a
guard who is watching commoners walking through a city gate), it can be assumed
that such observers are taking 10 on their Spot checks.
You get only one
Disguise check per use of the skill, even if several people are making Spot
checks against it. The Disguise check is made secretly, so that you can’t
be sure how good the result is.
The effectiveness of your disguise depends in
part on how much you’re attempting to change your
appearance.
|
Disguise
|
Disguise Check Modifier
|
|
Minor details only
|
+5
|
|
Disguised as different gender1
|
–2
|
|
Disguised as different race1
|
–2
|
|
Disguised as different age category1
|
–22
|
|
1These modifiers are cumulative; use any that apply.
|
|
2Per step of difference between your actual age category and
your disguised age category. The steps are: young (younger than adulthood),
adulthood, middle age, old, and venerable.
|
If you are impersonating a particular individual, those who know what
that person looks like get a bonus on their Spot checks according to the table
below. Furthermore, they are automatically considered to be suspicious of you,
so opposed checks are always called for.
Familiarity
|
Viewer’s Spot Check Bonus
|
|
Recognizes on sight
|
+4
|
|
Friends or associates
|
+6
|
|
Close friends
|
+8
|
|
Intimate
|
+10
|
Usually, an individual makes a Spot check to see through your disguise
immediately upon meeting you and each hour thereafter. If you casually meet many
different creatures, each for a short time, check once per day or hour, using an
average Spot modifier for the group.
Action: Creating a disguise
requires 1d3×10 minutes of work.
Try Again: Yes. You may try to
redo a failed disguise, but once others know that a disguise was attempted,
they’ll be more suspicious.
Special: Magic that alters your
form, such as alter self, disguise self, polymorph, or shapechange,
grants you a +10 bonus on Disguise checks (see the individual spell
descriptions). You must succeed on a Disguise check with a +10 bonus to
duplicate the appearance of a specific individual using the veil spell.
Divination magic that allows people to see through illusions (such as true
seeing) does not penetrate a mundane disguise, but it can negate the magical
component of a magically enhanced one.
You must make a Disguise check when
you cast a simulacrum spell to determine how good the likeness is.
If
you have the Deceptive feat, you get a +2 bonus on Disguise
checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2
bonus on Disguise checks when you know that you’re being observed and you
try to act in character.
ESCAPE ARTIST (DEX; ARMOR CHECK
PENALTY)
Check: The table below gives the DCs to escape various forms
of restraints.
Ropes: Your Escape Artist check is opposed by the
binder’s Use Rope check. Since it’s easier to tie someone up than to
escape from being tied up, the binder gets a +10 bonus on his or her
check.
Manacles and Masterwork Manacles: The DC for manacles is set by
their construction.
Tight Space: The DC noted on the table is for
getting through a space where your head fits but your shoulders don’t. If
the space is long you may need to make multiple checks. You can’t get
through a space that your head does not fit through.
Grappler: You can
make an Escape Artist check opposed by your enemy’s grapple check to get
out of a grapple or out of a pinned condition (so that you’re only
grappling).
|
Restraint
|
Escape Artist DC
|
|
Ropes Binder’s
|
Use Rope check at +10
|
|
Net, animate rope spell, command plants spell, control
plants spell, or entangle spell
|
20
|
|
Snare spell
|
23
|
|
Manacles
|
30
|
|
Tight space
|
30
|
|
Masterwork manacles
|
35
|
|
Grappler
|
Grappler’s grapple check result
|
Action: Making an Escape Artist check to escape from rope
bindings, manacles, or other restraints (except a grappler) requires 1 minute of
work. Escaping from a net or an animate rope, command plants, control plants,
or entangle spell is a full-round action. Escaping from a grapple or
pin is a standard action. Squeezing through a tight space takes at least 1
minute, maybe longer, depending on how long the space is.
Try Again:
Varies. You can make another check after a failed check if you’re
squeezing your way through a tight space, making multiple checks. If the
situation permits, you can make additional checks, or even take 20, as long as
you’re not being actively opposed.
Special: If you have the
Agile feat, you get a +2 bonus on Escape Artist checks.
Synergy: If
you have 5 or more ranks in Escape Artist, you get a +2 bonus on Use Rope checks
to bind someone.
If you have 5 or more ranks in Use Rope, you get a +2 bonus
on Escape Artist checks when escaping from rope bonds.
FORGERY
(INT)
Check: Forgery requires writing materials appropriate to the
document being forged, enough light or sufficient visual acuity to see the
details of what you’re writing, wax for seals (if appropriate), and some
time. To forge a document on which the handwriting is not specific to a person
(military orders, a government decree, a business ledger, or the like), you need
only to have seen a similar document before, and you gain a +8 bonus on your
check. To forge a signature, you need an autograph of that person to copy, and
you gain a +4 bonus on the check. To forge a longer document written in the hand
of some particular person, a large sample of that person’s handwriting is
needed.
The Forgery check is made secretly, so that you’re not sure how
good your forgery is. As with Disguise, you don’t even need to make a
check until someone examines the work. Your Forgery check is opposed by the
Forgery check of the person who examines the document to check its authenticity.
The examiner gains modifiers on his or her check if any of the conditions on the
table below exist.
|
Condition
|
Reader’s Forgery Check Modifier
|
|
Type of document unknown to reader
|
–2
|
|
Type of document somewhat known to reader
|
+0
|
|
Type of document well known to reader
|
+2
|
|
Handwriting not known to reader
|
–2
|
|
Handwriting somewhat known to reader
|
+0
|
|
Handwriting intimately known to reader
|
+2
|
|
Reader only casually reviews the document
|
–2
|
A document that contradicts procedure, orders, or previous knowledge,
or one that requires sacrifice on the part of the person checking the document
can increase that character’s suspicion (and thus create favorable
circumstances for the checker’s opposing Forgery check).
Action:
Forging a very short and simple document takes about 1 minute. A longer or more
complex document takes 1d4 minutes per page.
Try Again: Usually, no. A
retry is never possible after a particular reader detects a particular forgery.
But the document created by the forger might still fool someone else. The result
of a Forgery check for a particular document must be used for every instance of
a different reader examining the document. No reader can attempt to detect a
particular forgery more than once; if that one opposed check goes in favor of
the forger, then the reader can’t try using his own skill again, even if
he’s suspicious about the document.
Special: If you have the
Deceitful feat, you get a +2 bonus on Forgery checks.
Restriction:
Forgery is language-dependent; thus, to forge documents and detect forgeries,
you must be able to read and write the language in question. A barbarian
can’t learn the Forgery skill unless he has learned to read and
write.
GATHER INFORMATION (CHA)
Check: An evening’s time,
a few gold pieces for buying drinks and making friends, and a DC 10 Gather
Information check get you a general idea of a city’s major news items,
assuming there are no obvious reasons why the information would be withheld. The
higher your check result, the better the information.
If you want to find out
about a specific rumor, or a specific item, or obtain a map, or do something
else along those lines, the DC for the check is 15 to 25, or even
higher.
Action: A typical Gather Information check takes 1d4+1
hours.
Try Again: Yes, but it takes time for each check. Furthermore,
you may draw attention to yourself if you repeatedly pursue a certain type of
information.
Special: A half-elf has a +2 racial bonus on Gather
Information checks.
If you have the Investigator feat, you get a +2 bonus on
Gather Information checks.
Synergy: If you have 5 or more ranks in
Knowledge (local), you get a +2 bonus on Gather Information
checks.
HANDLE ANIMAL (CHA; TRAINED ONLY)
Check: The DC depends
on what you are trying to do.
Task
|
Handle Animal DC
|
|
Handle an animal
|
10
|
|
“Push” an animal
|
25
|
|
Teach an animal a trick
|
15 or 201
|
|
Train an animal for a general purpose
|
15 or 201
|
|
Rear a wild animal
|
15 + HD of animal
|
|
1See the specific trick or purpose below.
|
|
General Purpose
|
DC
|
General Purpose
|
DC
|
|
Combat riding
|
20
|
Hunting
|
20
|
|
Fighting
|
20
|
Performance
|
15
|
|
Guarding
|
20
|
Riding
|
15
|
|
Heavy labor
|
15
|
|
Handle an Animal: This task involves commanding an animal to
perform a task or trick that it knows. If the animal is wounded or has taken any
nonlethal damage or ability score damage, the DC increases by 2. If your check
succeeds, the animal performs the task or trick on its next
action.
“Push” an Animal: To push an animal means to get
it to perform a task or trick that it doesn’t know but is physically
capable of performing. This category also covers making an animal perform a
forced march or forcing it to hustle for more than 1 hour between sleep cycles.
If the animal is wounded or has taken any nonlethal damage or ability score
damage, the DC increases by 2. If your check succeeds, the animal performs the
task or trick on its next action.
Teach an Animal a Trick: You can
teach an animal a specific trick with one week of work and a successful Handle
Animal check against the indicated DC. An animal with an Intelligence score of 1
can learn a maximum of three tricks, while an animal with an Intelligence score
of 2 can learn a maximum of six tricks. Possible tricks (and their associated
DCs) include, but are not necessarily limited to, the following.
Attack (DC
20): The animal attacks apparent enemies. You may point to a particular creature
that you wish the animal to attack, and it will comply if able. Normally, an
animal will attack only humanoids, monstrous humanoids, giants, or other
animals. Teaching an animal to attack all creatures (including such unnatural
creatures as undead and aberrations) counts as two tricks.
Come (DC 15): The
animal comes to you, even if it normally would not do so.
Defend (DC 20): The
animal defends you (or is ready to defend you if no threat is present), even
without any command being given. Alternatively, you can command the animal to
defend a specific other character.
Down (DC 15): The animal breaks off from
combat or otherwise backs down. An animal that doesn’t know this trick
continues to fight until it must flee (due to injury, a fear effect, or the
like) or its opponent is defeated.
Fetch (DC 15): The animal goes and gets
something. If you do not point out a specific item, the animal fetches some
random object.
Guard (DC 20): The animal stays in place and prevents others
from approaching.
Heel (DC 15): The animal follows you closely, even to
places where it normally wouldn’t go.
Perform (DC 15): The animal
performs a variety of simple tricks, such as sitting up, rolling over, roaring
or barking, and so on.
Seek (DC 15): The animal moves into an area and looks
around for anything that is obviously alive or animate.
Stay (DC 15): The
animal stays in place, waiting for you to return. It does not challenge other
creatures that come by,
though it still defends itself if it needs
to.
Track (DC 20): The animal tracks the scent presented to it. (This
requires the animal to have the scent ability)
Work (DC 15): The animal pulls
or pushes a medium or heavy load.
Train an Animal for a Purpose:
Rather than teaching an animal individual tricks, you can simply train it
for a general purpose. Essentially, an animal’s purpose represents a
preselected set of known tricks that fit into a common scheme, such as guarding
or heavy labor. The animal must meet all the normal prerequisites for all tricks
included in the training package. If the package includes more than three
tricks, the animal must have an Intelligence score of 2.
An animal can be
trained for only one general purpose, though if the creature is capable of
learning additional tricks (above and beyond those included in its general
purpose), it may do so. Training an animal for a purpose requires fewer checks
than teaching individual tricks does, but no less time.
Combat Riding (DC
20): An animal trained to bear a rider into combat knows the tricks attack,
come, defend, down, guard, and heel. Training an animal for combat riding takes
six weeks. You may also “upgrade” an animal trained for riding to
one trained for combat riding by spending three weeks and making a successful DC
20 Handle Animal check. The new general purpose and tricks completely replace
the animal’s previous purpose and any tricks it once knew. Warhorses and
riding dogs are already trained to bear riders into combat, and they don’t
require any additional training for this purpose.
Fighting (DC 20): An animal
trained to engage in combat knows the tricks attack, down, and stay. Training an
animal for fighting takes three weeks.
Guarding (DC 20): An animal trained to
guard knows the tricks attack, defend, down, and guard. Training an animal for
guarding takes four weeks.
Heavy Labor (DC 15): An animal trained for heavy
labor knows the tricks come and work. Training an animal for heavy labor takes
two weeks.
Hunting (DC 20): An animal trained for hunting knows the tricks
attack, down, fetch, heel, seek, and track. Training an animal for hunting takes
six weeks.
Performance (DC 15): An animal trained for performance knows the
tricks come, fetch, heel, perform, and stay. Training an animal for performance
takes five weeks.
Riding (DC 15): An animal trained to bear a rider knows the
tricks come, heel, and stay. Training an animal for riding takes three
weeks.
Rear a Wild Animal: To rear an animal means to raise a wild
creature from infancy so that it becomes domesticated. A handler can rear as
many as three creatures of the same kind at once.
A successfully domesticated
animal can be taught tricks at the same time it’s being raised, or it can
be taught as a domesticated animal later.
Action: Varies. Handling an
animal is a move action, while pushing an animal is a full-round action. (A
druid or ranger can handle her animal companion as a free action or push it as a
move action.) For tasks with specific time frames noted above, you must spend
half this time (at the rate of 3 hours per day per animal being handled) working
toward completion of the task before you attempt the Handle Animal check. If the
check fails, your attempt to teach, rear, or train the animal fails and you need
not complete the teaching, rearing, or training time. If the check succeeds, you
must invest the remainder of the time to complete the teaching, rearing, or
training. If the time is interrupted or the task is not followed through to
completion, the attempt to teach, rear, or train the animal automatically
fails.
Try Again: Yes, except for rearing an
animal.
Special: You can use this skill on a creature with an
Intelligence score of 1 or 2 that is not an animal, but the DC of any such check
increases by 5. Such creatures have the same limit on tricks known as animals
do.
A druid or ranger gains a +4 circumstance bonus on Handle Animal checks
involving her animal companion.
In addition, a druid’s or
ranger’s animal companion knows one or more bonus tricks, which
don’t count against the normal limit on tricks known and don’t
require any training time or Handle Animal checks to teach.
If you have the
Animal Affinity feat, you get a +2 bonus on Handle Animal
checks.
Synergy: If you have 5 or more ranks in Handle Animal, you get
a +2 bonus on Ride checks and wild empathy checks.
Untrained: If you
have no ranks in Handle Animal, you can use a Charisma check to handle and push
domestic animals, but you can’t teach, rear, or train animals. A druid or
ranger with no ranks in Handle Animal can use a Charisma check to handle and
push her animal companion, but she can’t teach, rear, or train other
nondomestic animals.