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SKILLS
II
HEAL (WIS)
Check: The DC and effect depend on the
task you attempt.
Task Heal
|
DC
|
|
First aid
|
15
|
|
Long-term care
|
15
|
|
Treat wound from caltrop, spike growth, or spike stones
|
15
|
|
Treat poison
|
Poison’s save DC
|
|
Treat disease
|
Disease’s save DC
|
First Aid: You usually use first aid to save a dying character.
If a character has negative hit points and is losing hit points (at the rate of
1 per round, 1 per hour, or 1 per day), you can make him or her stable. A stable
character regains no hit points but stops losing them.
Long-Term Care:
Providing long-term care means treating a wounded person for a day or more.
If your Heal check is successful, the patient recovers hit points or ability
score points (lost to ability damage) at twice the normal rate: 2 hit points per
level for a full 8 hours of rest in a day, or 4 hit points per level for each
full day of complete rest; 2 ability score points for a full 8 hours of rest in
a day, or 4 ability score points for each full day of complete rest.
You can
tend as many as six patients at a time. You need a few items and supplies
(bandages, salves, and so on) that are easy to come by in settled lands. Giving
long-term care counts as light activity for the healer. You cannot give
long-term care to yourself.
Treat Wound from Caltrop, Spike Growth, or
Spike Stones: A creature wounded by stepping on a caltrop moves at one-half
normal speed. A successful Heal check removes this movement penalty.
A
creature wounded by a spike growth or spike stones spell must
succeed on a Reflex save or take injuries that reduce his speed by one-third.
Another character can remove this penalty by taking 10 minutes to dress the
victim’s injuries and succeeding on a Heal check against the spell’s
save DC.
Treat Poison: To treat poison means to tend a single
character who has been poisoned and who is going to take more damage from the
poison (or suffer some other effect). Every time the poisoned character makes a
saving throw against the poison, you make a Heal check. The poisoned character
uses your check result or his or her saving throw, whichever is
higher.
Treat Disease: To treat a disease means to tend a single
diseased character. Every time he or she makes a saving throw against disease
effects, you make a Heal check. The diseased character uses your check result or
his or her saving throw, whichever is higher.
Action: Providing first
aid, treating a wound, or treating poison is a standard action. Treating a
disease or tending a creature wounded by a spike growth or spike
stones spell takes 10 minutes of work. Providing long-term care requires 8
hours of light activity.
Try Again: Varies. Generally speaking, you
can’t try a Heal check again without proof of the original check’s
failure. You can always retry a check to provide first aid, assuming the target
of the previous attempt is still alive.
Special: A character with the
Self-Sufficient feat gets a +2 bonus on Heal checks.
A healer’s kit
gives you a +2 circumstance bonus on Heal checks.
HIDE (DEX; ARMOR CHECK
PENALTY)
Check: Your Hide check is opposed by the Spot check of anyone
who might see you. You can move up to one-half your normal speed and hide at no
penalty. When moving at a speed greater than one-half but less than your normal
speed, you take a –5 penalty. It’s practically impossible (–20
penalty) to hide while attacking, running or charging.
A creature larger or
smaller than Medium takes a size bonus or penalty on Hide checks depending on
its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4,
Huge –8, Gargantuan –12, Colossal –16.
You need cover or
concealment in order to attempt a Hide check. Total cover or total concealment
usually (but not always; see Special, below) obviates the need for a Hide check,
since nothing can see you anyway.
If people are observing you, even casually,
you can’t hide. You can run around a corner or behind cover so that
you’re out of sight and then hide, but the others then know at least where
you went.
If your observers are momentarily distracted (such as by a Bluff
check; see below), though, you can attempt to hide. While the others turn their
attention from you, you can attempt a Hide check if you can get to a hiding
place of some kind. (As a general guideline, the hiding place has to be within 1
foot per rank you have in Hide.) This check, however, is made at a –10
penalty because you have to move fast.
Sniping: If you’ve
already successfully hidden at least 10 feet from your target, you can make one
ranged attack, then immediately hide again. You take a –20 penalty on your
Hide check to conceal yourself after the shot.
Creating a Diversion to
Hide: You can use Bluff to help you hide. A successful Bluff check can give
you the momentary diversion you need to attempt a Hide check while people are
aware of you.
Action: Usually none. Normally, you make a Hide check as
part of movement, so it doesn’t take a separate action. However, hiding
immediately after a ranged attack (see Sniping, above) is a move
action.
Special: If you are invisible, you gain a +40 bonus on Hide
checks if you are immobile, or a +20 bonus on Hide checks if you’re
moving.
If you have the Stealthy feat, you get a +2 bonus on Hide
checks.
A 13th-level ranger can attempt a Hide check in any sort of natural
terrain, even if it doesn’t grant cover or concealment. A 17thlevel ranger
can do this even while being observed.
INTIMIDATE (CHA)
Check:
You can change another’s behavior with a successful check. Your Intimidate
check is opposed by the target’s modified level check (1d20 + character
level or Hit Dice + target’s Wisdom bonus [if any] + target’s
modifiers on saves against fear). If you beat your target’s check result,
you may treat the target as friendly, but only for the purpose of actions taken
while it remains intimidated. (That is, the target retains its normal attitude,
but will chat, advise, offer limited help, or advocate on your behalf while
intimidated. See the Diplomacy skill, above, for additional details.) The effect
lasts as long as the target remains in your presence, and for 1d6×10
minutes afterward. After this time, the target’s default attitude toward
you shifts to unfriendly (or, if normally unfriendly, to hostile).
If you
fail the check by 5 or more, the target provides you with incorrect or useless
information, or otherwise frustrates your efforts.
Demoralize Opponent:
You can also use Intimidate to weaken an opponent’s resolve in combat.
To do so, make an Intimidate check opposed by the target’s modified level
check (see above). If you win, the target becomes shaken for 1 round. A shaken
character takes a –2 penalty on attack rolls, ability checks, and saving
throws. You can intimidate only an opponent that you threaten in melee combat
and that can see you.
Action: Varies. Changing another’s
behavior requires 1 minute of interaction. Intimidating an opponent in combat is
a standard action.
Try Again: Optional, but not recommended because
retries usually do not work. Even if the initial check succeeds, the other
character can be intimidated only so far, and a retry doesn’t help. If the
initial check fails, the other character has probably become more firmly
resolved to resist the intimidator, and a retry is futile.
Special:
You gain a +4 bonus on your Intimidate check for every size category that you
are larger than your target. Conversely, you take a –4 penalty on your
Intimidate check for every size category that you are smaller than your
target.
A character immune to fear can’t be intimidated, nor can
nonintelligent creatures.
If you have the Persuasive feat, you get a +2 bonus
on Intimidate checks.
Synergy: If you have 5 or more ranks in Bluff,
you get a +2 bonus on Intimidate checks.
JUMP (STR; ARMOR CHECK
PENALTY)
Check: The DC and the distance you can cover vary according
to the type of jump you are attempting (see below).
Your Jump check is
modified by your speed. If your speed is 30 feet then no modifier based on speed
applies to the check. If your speed is less than 30 feet, you take a –6
penalty for every 10 feet of speed less than 30 feet. If your speed is greater
than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.
All Jump
DCs given here assume that you get a running start, which requires that you move
at least 20 feet in a straight line before attempting the jump. If you do not
get a running start, the DC for the jump is doubled.
Distance moved by
jumping is counted against your normal maximum movement in a round.
If you
have ranks in Jump and you succeed on a Jump check, you land on your feet (when
appropriate). If you attempt a Jump check untrained, you land prone unless you
beat the DC by 5 or more.
Long Jump: A long jump is a horizontal jump,
made across a gap like a chasm or stream. At the midpoint of the jump, you
attain a vertical height equal to one-quarter of the horizontal distance. The DC
for the jump is equal to the distance jumped (in feet).
If your check
succeeds, you land on your feet at the far end. If you fail the check by less
than 5, you don’t clear the distance, but you can make a DC 15 Reflex save
to grab the far edge of the gap. You end your movement grasping the far edge. If
that leaves you dangling over a chasm or gap, getting up requires a move action
and a DC 15 Climb check.
Long Jump Distance
|
Jump DC1
|
|
5 feet
|
5
|
|
10 feet
|
10
|
|
15 feet
|
15
|
|
20 feet
|
20
|
|
25 feet
|
25
|
|
30 feet
|
30
|
|
1 Requires a 20-foot running start. Without a running start, double the
DC.
|
High Jump: A high jump is a vertical leap made to reach a ledge
high above or to grasp something overhead. The DC is equal to 4 times the
distance to be cleared.
If you jumped up to grab something, a successful
check indicates that you reached the desired height. If you wish to pull
yourself up, you can do so with a move action and a DC 15 Climb check. If you
fail the Jump check, you do not reach the height, and you land on your feet in
the same spot from which you jumped. As with a long jump, the DC is doubled if
you do not get a running start of at least 20 feet.
|
High Jump Distance1
|
Jump DC2
|
|
1 foot
|
4
|
|
2 feet
|
8
|
|
3 feet
|
12
|
|
4 feet
|
16
|
|
5 feet
|
20
|
|
6 feet
|
24
|
|
7 feet
|
28
|
|
8 feet
|
32
|
|
1 Not including vertical reach; see below.
|
|
2 Requires a 20-foot running start. Without a running start, double the
DC.
|
Obviously, the difficulty of reaching a given height varies according
to the size of the character or creature. The maximum vertical reach (height the
creature can reach without jumping) for an average creature of a given size is
shown on the table below. (As a Medium creature, a typical human can reach 8
feet without jumping.)
Quadrupedal creatures don’t have the same
vertical reach as a bipedal creature; treat them as being one size category
smaller.
Creature Size
|
Vertical Reach
|
|
Colossal
|
128 ft.
|
|
Gargantuan
|
64 ft.
|
|
Huge
|
32 ft.
|
|
Large
|
16 ft.
|
|
Medium
|
8 ft.
|
|
Small
|
4 ft.
|
|
Tiny
|
2 ft.
|
|
Diminutive
|
1 ft.
|
|
Fine
|
1/2 ft.
|
Hop Up: You can jump up onto an object as tall as your waist,
such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10
feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop
up onto a counter. You do not need to get a running start to hop up, so the DC
is not doubled if you do not get a running start.
Jumping Down: If you
intentionally jump from a height, you take less damage than you would if you
just fell. The DC to jump down from a height is 15. You do not have to get a
running start to jump down, so the DC is not doubled if you do not get a running
start.
If you succeed on the check, you take falling damage as if you had
dropped 10 fewer feet than you actually did.
Action: None. A Jump
check is included in your movement, so it is part of a move action. If you run
out of movement mid-jump, your next action (either on this turn or, if
necessary, on your next turn) must be a move action to complete the
jump.
Special: Effects that increase your movement also increase your
jumping distance, since your check is modified by your speed.
If you have the
Run feat, you get a +4 bonus on Jump checks for any jumps made after a running
start.
A halfling has a +2 racial bonus on Jump checks because halflings are
agile and athletic.
If you have the Acrobatic feat, you get a +2 bonus on
Jump checks.
Synergy: If you have 5 or more ranks in Tumble, you get a
+2 bonus on Jump checks.
If you have 5 or more ranks in Jump, you get a +2
bonus on Tumble checks.
KNOWLEDGE (INT; TRAINED ONLY)
Like the Craft
and Profession skills, Knowledge actually encompasses a number of unrelated
skills. Knowledge represents a study of some body of lore, possibly an academic
or even scientific discipline.
Below are listed typical fields of
study.
• Arcana (ancient mysteries, magic traditions, arcane symbols,
cryptic phrases, constructs, dragons, magical beasts)
• Architecture
and engineering (buildings, aqueducts, bridges, fortifications)
•
Dungeoneering (aberrations, caverns, oozes, spelunking)
• Geography
(lands, terrain, climate, people)
• History (royalty, wars, colonies,
migrations, founding of cities)
• Local (legends, personalities,
inhabitants, laws, customs, traditions, humanoids)
• Nature (animals,
fey, giants, monstrous humanoids, plants, seasons and cycles, weather,
vermin)
• Nobility and royalty (lineages, heraldry, family trees,
mottoes, personalities)
• Religion (gods and goddesses, mythic history,
ecclesiastic tradition, holy symbols, undead)
• The planes (the Inner
Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders,
elementals, magic related to the planes)
Check: Answering a question
within your field of study has a DC of 10 (for really easy questions), 15 (for
basic questions), or 20 to 30 (for really tough questions).
In many cases,
you can use this skill to identify monsters and their special powers or
vulnerabilities. In general, the DC of such a check equals 10 + the
monster’s HD. A successful check allows you to remember a bit of useful
information about that monster.
For every 5 points by which your check result
exceeds the DC, you recall another piece of useful
information.
Action: Usually none. In most cases, making a Knowledge
check doesn’t take an action—you simply know the answer or you
don’t.
Try Again: No. The check represents what you know, and
thinking about a topic a second time doesn’t let you know something that
you never learned in the first place.
Synergy: If you have 5 or more
ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
If you
have 5 or more ranks in Knowledge (architecture and engineering), you get a +2
bonus on Search checks made to find secret doors or hidden compartments.
If
you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on
Survival checks made to keep from getting lost or to avoid natural
hazards.
If you have 5 or more ranks in Knowledge (history), you get a +2
bonus on bardic knowledge checks.
If you have 5 or more ranks in Knowledge
(local), you get a +2 bonus on Gather Information checks.
If you have 5 or
more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in
aboveground natural environments (aquatic, desert, forest, hill, marsh,
mountains, or plains).
If you have 5 or more ranks in Knowledge (nobility and
royalty), you get a +2 bonus on Diplomacy checks.
If you have 5 or more ranks
in Knowledge (religion), you get a +2 bonus on turning checks against
undead.
If you have 5 or more ranks in Knowledge (the planes), you get a +2
bonus on Survival checks made while on other planes.
If you have 5 or more
ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made
while underground.
If you have 5 or more ranks in Survival, you get a +2
bonus on Knowledge (nature) checks.
Untrained: An untrained Knowledge
check is simply an Intelligence check. Without actual training, you know only
common knowledge (DC 10 or lower).
LISTEN (WIS)
Check: Your
Listen check is either made against a DC that reflects how quiet the noise is
that you might hear, or it is opposed by your target’s Move Silently
check.
|
Listen DC
|
Sound
|
|
–10
|
A battle
|
|
0
|
People talking1
|
|
5
|
A person in medium armor walking at a slow pace (10 ft./round) trying not
to make any noise.
|
|
10
|
An unarmored person walking at a slow pace (15 ft./round) trying not to
make any noise
|
|
15
|
A 1st-level rogue using Move Silently to sneak past the listener
|
|
15
|
People whispering1
|
|
19
|
A cat stalking
|
|
30
|
An owl gliding in for a kill
|
|
1 If you beat the DC by 10 or more, you can make out what’s being
said, assuming that you understand the language.
|
|
Listen DC Modifier
|
Condition
|
|
+5
|
Through a door
|
|
+15
|
Through a stone wall
|
|
–1
|
Per 10 feet of distance
|
|
–5
|
Listener distracted
|
In the case of people trying to be quiet, the DCs given on the table
could be replaced by Move Silently checks, in which case the indicated DC would
be their average check result.
Action: Varies. Every time you have a
chance to hear something in a reactive manner (such as when someone makes a
noise or you move into a new area), you can make a Listen check without using an
action. Trying to hear something you failed to hear previously is a move
action.
Try Again: Yes. You can try to hear something that you failed
to hear previously with no penalty.
Special: When several characters
are listening to the same thing, a single 1d20 roll can be used for all the
individuals’ Listen checks.
A fascinated creature takes a –4
penalty on Listen checks made as reactions.
If you have the Alertness feat,
you get a +2 bonus on Listen checks.
A ranger gains a bonus on Listen checks
when using this skill against a favored enemy.
An elf, gnome, or halfling has
a +2 racial bonus on Listen checks.
A half-elf has a +1 racial bonus on
Listen checks..
A sleeping character may make Listen checks at a –10
penalty. A successful check awakens the sleeper.
MOVE SILENTLY (DEX;
ARMOR CHECK PENALTY)
Check: Your Move Silently check is opposed by the
Listen check of anyone who might hear you. You can move up to one-half your
normal speed at no penalty. When moving at a speed greater than one-half but
less than your full speed, you take a –5 penalty. It’s practically
impossible (–20 penalty) to move silently while running or
charging.
Noisy surfaces, such as bogs or undergrowth, are tough to move
silently across. When you try to sneak across such a surface, you take a penalty
on your Move Silently check as indicated below.
Surface
|
Check Modifier
|
|
Noisy (scree, shallow or deep bog, undergrowth, dense rubble)
|
–2
|
|
Very noisy (dense undergrowth, deep snow)
|
–5
|
Action:None. A Move Silently check is included in your movement
or other activity, so it is part of another action.
Special: The
master of a cat familiar gains a +3 bonus on Move Silently checks.
A halfling
has a +2 racial bonus on Move Silently checks.
If you have the Stealthy feat,
you get a +2 bonus on Move Silently checks.
OPEN LOCK (DEX; TRAINED
ONLY)
Attempting an Open Lock check without a set of thieves’ tools
imposes a –2 circumstance penalty on the check, even if a simple tool is
employed. If you use masterwork thieves’ tools, you gain a +2 circumstance
bonus on the check.
Check: The DC for opening a lock varies from 20 to
40, depending on the quality of the lock, as given on the table
below.
Lock
|
DC
|
Lock
|
DC
|
|
Very simple lock
|
20
|
Good lock
|
30
|
|
Average lock
|
25
|
Amazing lock
|
40
|
Action: Opening a lock is a full-round
action.
Special: If you have the Nimble Fingers feat, you get a +2
bonus on Open Lock checks.
Untrained: You cannot pick locks untrained,
but you might successfully force them open.
PERFORM (CHA)
Like Craft,
Knowledge, and Profession, Perform is actually a number of separate
skills.
You could have several Perform skills, each with its own ranks, each
purchased as a separate skill.
Each of the 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,
shawm, trumpet)
• Sing (ballad, chant, melody)
Check: You can
impress audiences with your talent and skill.
|
Perform DC
|
Performance
|
|
10
|
Routine performance. Trying to earn money by playing in public is
essentially begging. You can earn 1d10 cp/day.
|
|
15
|
Enjoyable performance. In a prosperous city, you can earn 1d10
sp/day.
|
|
20
|
Great performance. In a prosperous city, you can earn 3d10 sp/day. In time,
you may be invited to join a professional troupe and may develop a regional
reputation.
|
|
25
|
Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In
time, you may come to the attention of noble patrons and develop a national
reputation.
|
|
30
|
Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day.
In time, you may draw attention from distant potential patrons, or even from
extraplanar beings.
|
A masterwork musical instrument gives you a +2 circumstance bonus on
Perform checks that involve its use.
Action: Varies. Trying to earn
money by playing in public requires anywhere from an evening’s work to a
full day’s performance. The bard’s special Perform-based abilities
are described in that class’s description.
Try Again: Yes.
Retries are allowed, but they don’t negate previous failures, and an
audience that has been unimpressed in the past is likely to be prejudiced
against future performances. (Increase the DC by 2 for each previous
failure.)
Special: A bard must have at least 3 ranks in a Perform
skill to inspire courage in his allies, or to use his countersong or his
fascinate ability. A bard needs 6 ranks in a Perform skill to inspire
competence, 9 ranks to use his suggestion ability, 12 ranks to inspire
greatness, 15 ranks to use his song of freedom ability, 18 ranks to
inspire heroics, and 21 ranks to use his mass suggestion ability. See
Bardic Music in the bard class description.
In addition to using the Perform
skill, you can entertain people with sleight of hand, tumbling, tightrope
walking, and spells (especially illusions).
PROFESSION (WIS; TRAINED
ONLY)
Like Craft, Knowledge, and Perform, Profession is actually a number of
separate skills. You could have several Profession skills, each with its own
ranks, each purchased as a separate skill. While a Craft skill represents
ability in creating or making an item, a Profession skill represents an aptitude
in a vocation requiring a broader range of less specific knowledge.
Check: You can practice your trade and make a decent living, earning
about half your Profession check result in gold pieces per week of dedicated
work. You know how to use the tools of your trade, how to perform the
profession’s daily tasks, how to supervise helpers, and how to handle
common problems.
Action: Not applicable. A single check generally
represents a week of work.
Try Again: Varies. An attempt to use a
Profession skill to earn an income cannot be retried. You are stuck with
whatever weekly wage your check result brought you. Another check may be made
after a week to determine a new income for the next period of time. An attempt
to accomplish some specific task can usually be retried.
Untrained:
Untrained laborers and assistants (that is, characters without any ranks in
Profession) earn an average of 1 silver piece per day.
RIDE (DEX)
If
you attempt to ride a creature that is ill suited as a mount, you take a
–5 penalty on your Ride checks.
Check: Typical riding actions
don’t require checks. You can saddle, mount, ride, and dismount from a
mount without a problem.
The following tasks do require checks.
Task
|
Ride DC
|
Task
|
Ride DC
|
|
Guide with knees
|
5
|
Leap
|
15
|
|
Stay in saddle
|
5
|
Spur mount
|
15
|
|
Fight with warhorse
|
10
|
Control mount in battle
|
20
|
|
Cover
|
15
|
Fast mount or dismount
|
201
|
|
Soft fall
|
15
|
|
|
|
1 Armor check penalty applies.
|
Guide with Knees: You can react instantly to guide your mount
with your knees so that you can use both hands in combat. Make your Ride check
at the start of your turn. If you fail, you can use only one hand this round
because you need to use the other to control your mount.
Stay in Saddle:
You can react instantly to try to avoid falling when your mount rears or
bolts unexpectedly or when you take damage. This usage does not take an
action.
Fight with Warhorse: If you direct your war-trained mount to
attack in battle, you can still make your own attack or attacks normally. This
usage is a free action.
Cover: You can react instantly to drop down
and hang alongside your mount, using it as cover. You can’t attack or cast
spells while using your mount as cover. If you fail your Ride check, you
don’t get the cover benefit. This usage does not take an
action.
Soft Fall: You can react instantly to try to take no damage
when you fall off a mount—when it is killed or when it falls, for example.
If you fail your Ride check, you take 1d6 points of falling damage. This usage
does not take an action.
Leap: You can get your mount to leap
obstacles as part of its movement. Use your Ride modifier or the mount’s
Jump modifier, whichever is lower, to see how far the creature can jump. If you
fail your Ride check, you fall off the mount when it leaps and take the
appropriate falling damage (at least 1d6 points). This usage does not take an
action, but is part of the mount’s movement.
Spur Mount: You can
spur your mount to greater speed with a move action. A successful Ride check
increases the mount’s speed by 10 feet for 1 round but deals 1 point of
damage to the creature. You can use this ability every round, but each
consecutive round of additional speed deals twice as much damage to the mount as
the previous round (2 points, 4 points, 8 points, and so on).
Control
Mount in Battle: As a move action, you can attempt to control a light horse,
pony, heavy horse, or other mount not trained for combat riding while in battle.
If you fail the Ride check, you can do nothing else in that round. You do not
need to roll for warhorses or warponies.
Fast Mount or Dismount: You
can attempt to mount or dismount from a mount of up to one size category larger
than yourself as a free action, provided that you still have a move action
available that round. If you fail the Ride check, mounting or dismounting is a
move action. You can’t use fast mount or dismount on a mount more than one
size category larger than yourself.
Action: Varies. Mounting or
dismounting normally is a move action. Other checks are a move action, a free
action, or no action at all, as noted above.
Special: If you are
riding bareback, you take a –5 penalty on Ride checks.
If your mount
has a military saddle you get a +2 circumstance bonus on Ride checks related to
staying in the saddle.
The Ride skill is a prerequisite for the feats Mounted
Archery, Mounted Combat, Ride-By Attack, Spirited Charge,
Trample.
If you
have the Animal Affinity feat, you get a +2 bonus on Ride
checks.
Synergy: If you have 5 or more ranks in Handle Animal, you get
a +2 bonus on Ride checks.
SEARCH (INT)
Check: You generally
must be within 10 feet of the object or surface to be searched. The table below
gives DCs for typical tasks involving the Search skill.
Task
|
Search DC
|
|
Ransack a chest full of junk to find a certain item
|
10
|
|
Notice a typical secret door or a simple trap
|
20
|
|
Find a difficult nonmagical trap (rogue only)1
|
21 or higher
|
|
Find a magic trap (rogue only)1
|
25 + level of spell used to create trap
|
|
Notice a well-hidden secret door
|
30
|
|
Find a footprint
|
Varies2
|
|
1 Dwarves (even if they are not rogues) can use Search to find traps built
into or out of stone.
|
|
2 A successful Search check can find a footprint or similar sign of a
creature’s passage, but it won’t let you find or follow a trail. See
the Track feat for the appropriate DC.
|
Action: It takes a full-round action to search a
5-foot-by-5-foot area or a volume of goods 5 feet on a side.
Special:
An elf has a +2 racial bonus on Search checks, and a half-elf has a +1 racial
bonus. An elf (but not a half-elf) who simply passes within 5 feet of a secret
or concealed door can make a Search check to find that door.
If you have the
Investigator feat, you get a +2 bonus on Search checks.
The spells
explosive runes, fire trap, glyph of warding, symbol, and
teleportation circle create magic traps that a rogue can find by making a
successful Search check and then can attempt to disarm by using Disable Device.
Identifying the location of a snare spell has a DC of 23. Spike growth
and spike stones create magic traps that can be found using Search,
but against which Disable Device checks do not succeed. See the individual spell
descriptions for details.
Active abjuration spells within 10 feet of each
other for 24 hours or more create barely visible energy fluctuations. These
fluctuations give you a +4 bonus on Search checks to locate such abjuration
spells.
Synergy: If you have 5 or more ranks in Search, you get a +2
bonus on Survival checks to find or follow tracks.
If you have 5 or more
ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search
checks to find secret doors or hidden compartments.
Restriction: While
anyone can use Search to find a trap whose DC is 20 or lower, only a rogue can
use Search to locate traps with higher DCs. (Exception: The spell find
traps temporarily enables a cleric to use the Search skill as if he were a
rogue.)
A dwarf, even one who is not a rogue, can use the Search skill to
find a difficult trap (one with a DC higher than 20) if the trap is built into
or out of stone. He gains a +2 racial bonus on the Search check from his
stonecunning ability.
SENSE MOTIVE (WIS)
Check: A successful
check lets you avoid being bluffed (see the Bluff skill). You can also use this
skill to determine when “something is up” (that is, something odd is
going on) or to assess someone’s trustworthiness.
Task
|
Sense Motive DC
|
|
Hunch
|
20
|
|
Sense enchantment
|
25 or 15
|
|
Discern secret message
|
Varies
|
Hunch: This use of the skill involves making a gut assessment of
the social situation. You can get the feeling from another’s behavior that
something is wrong, such as when you’re talking to an impostor.
Alternatively, you can get the feeling that someone is trustworthy.
Sense
Enchantment: You can tell that someone’s behavior is being influenced
by an enchantment effect (by definition, a mind-affecting effect), even
if that person isn’t aware of it. The usual DC is 25, but if the target is
dominated (see dominate person), the DC is only 15 because of the limited
range of the target’s activities.
Discern Secret Message: You
may use Sense Motive to detect that a hidden message is being transmitted via
the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff
check of the character transmitting the message. For each piece of information
relating to the message that you are missing, you take a –2 penalty on
your Sense Motive check. If you succeed by 4 or less, you know that something
hidden is being communicated, but you can’t learn anything specific about
its content. If you beat the DC by 5 or more, you intercept and understand the
message. If you fail by 4 or less, you don’t detect any hidden
communication. If you fail by 5 or more, you infer some false
information.
Action: Trying to gain information with Sense Motive
generally takes at least 1 minute, and you could spend a whole evening trying to
get a sense of the people around you.
Try Again: No, though you may
make a Sense Motive check for each Bluff check made against
you.
Special: A ranger gains a bonus on Sense Motive checks when using
this skill against a favored enemy.
If you have the Negotiator feat, you get
a +2 bonus on Sense Motive checks.
Synergy: If you have 5 or more
ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.
SLEIGHT OF
HAND (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)
Check: A DC 10 Sleight
of Hand check lets you palm a coin-sized, unattended object. Performing a minor
feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless
an observer is determined to note where the item went.
When you use this
skill under close observation, your skill check is opposed by the
observer’s Spot check. The observer’s success doesn’t prevent
you from performing the action, just from doing it unnoticed.
You can hide a
small object (including a light weapon or an easily concealed ranged weapon,
such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand
check is opposed by the Spot check of anyone observing you or the Search check
of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the
Search check, since it’s generally easier to find such an object than to
hide it. A dagger is easier to hide than most light weapons, and grants you a +2
bonus on your Sleight of Hand check to conceal it. An extraordinarily small
object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight
of Hand check to conceal it, and heavy or baggy clothing (such as a cloak)
grants you a +2 bonus on the check.
Drawing a hidden weapon is a standard
action and doesn’t provoke an attack of opportunity.
If you try to take
something from another creature, you must make a DC 20 Sleight of Hand check to
obtain it. The opponent makes a Spot check to detect the attempt, opposed by the
same Sleight of Hand check result you achieved when you tried to grab the item.
An opponent who succeeds on this check notices the attempt, regardless of
whether you got the item.
You can also use Sleight of Hand to entertain an
audience as though you were using the Perform skill. In such a case, your
“act” encompasses elements of legerdemain, juggling, and the
like.
Sleight of Hand DC
|
Task
|
|
10
|
Palm a coin-sized object, make a coin disappear
|
|
20
|
Lift a small object from a person
|
Action: Any Sleight of Hand check normally is a standard action.
However, you may perform a Sleight of Hand check as a free action by taking a
–20 penalty on the check.
Try Again: Yes, but after an initial
failure, a second Sleight of Hand attempt against the same target (or while you
are being watched by the same observer who noticed your previous attempt)
increases the DC for the task by 10.
Special: If you have the Deft
Hands feat, you get a +2 bonus on Sleight of Hand checks.
Synergy: If
you have 5 or more ranks in Bluff, you get a +2 bonus on Sleight of Hand
checks.
Untrained: An untrained Sleight of Hand check is simply a
Dexterity check. Without actual training, you can’t succeed on any Sleight
of Hand check with a DC higher than 10, except for hiding an object on your
body.
SPEAK LANGUAGE (NONE; TRAINED ONLY)
Common Languages and Their Alphabets
|
|
Language
|
Typical Speakers
|
Alphabet
|
|
Abyssal
|
Demons, chaotic evil outsiders
|
Infernal
|
|
Aquan
|
Water-based creatures
|
Elven
|
|
Auran
|
Air-based creatures
|
Draconic
|
|
Celestial
|
Good outsiders
|
Celestial
|
|
Common
|
Humans, halflings, half-elves, half-orcs
|
Common
|
|
Draconic
|
Kobolds, troglodytes, lizardfolk, dragons
|
Draconic
|
|
Druidic
|
Druids (only)
|
Druidic
|
|
Dwarven
|
Dwarves
|
Dwarven
|
|
Elven
|
Elves
|
Elven
|
|
Giant
|
Ogres, giants
|
Dwarven
|
|
Gnome
|
Gnomes
|
Dwarven
|
|
Goblin
|
Goblins, hobgoblins, bugbears
|
Dwarven
|
|
Gnoll
|
Gnolls
|
Common
|
|
Halfling
|
Halflings
|
Common
|
|
Ignan
|
Fire-based creatures
|
Draconic
|
|
Infernal
|
Devils, lawful evil outsiders
|
Infernal
|
|
Orc
|
Orcs
|
Dwarven
|
|
Sylvan
|
Dryads, brownies, leprechauns
|
Elven
|
|
Terran
|
Xorns and other earth-based creatures
|
Dwarven
|
|
Undercommon
|
Drow
|
Elven
|
Action: Not applicable.
Try Again: Not applicable.
There are no Speak Language checks to fail.
The Speak Language skill
doesn’t work like other skills. Languages work as follows.
• You
start at 1st level knowing one or two languages (based on your race), plus an
additional number of languages equal to your starting Intelligence
bonus.
• You can purchase Speak Language just like any other skill, but
instead of buying a rank in it, you choose a new language that you can
speak.
• You don’t make Speak Language checks. You either know a
language or you don’t.
• A literate character (anyone but a
barbarian who has not spent skill points to become literate) can read and write
any language she speaks. Each language has an alphabet, though sometimes several
spoken languages share a single alphabet.
SPELLCRAFT (INT; TRAINED
ONLY)
Use this skill to identify spells as they are cast or spells already in
place.
Spellcraft DC
|
Task
|
|
13
|
When using read magic, identify a glyph of warding. No action
required.
|
|
15 + spell level
|
Identify a spell being cast. (You must see or hear the spell’s verbal
or somatic components.) No action required. No retry.
|
|
15 + spell level
|
Learn a spell from a spellbook or scroll (wizard only). No retry for that
spell until you gain at least 1 rank in Spellcraft (even if you find another
source to try to learn the spell from). Requires 8 hours.
|
|
15 + spell level
|
Prepare a spell from a borrowed spellbook (wizard only). One try per day.
No extra time required.
|
|
15 + spell level
|
When casting detect magic, determine the school of magic involved in
the aura of a single item or creature you can see. (If the aura is not a spell
effect, the DC is 15 + one-half caster level.) No action required.
|
|
19
|
When using read magic, identify a symbol. No action
required.
|
|
20 + spell level
|
Identify a spell that’s already in place and in effect. You must be
able to see or detect the effects of the spell. No action required. No
retry.
|
|
20 + spell level
|
Identify materials created or shaped by magic, such as noting that an iron
wall is the result of a wall of iron spell. No action required. No
retry.
|
|
20 + spell level
|
Decipher a written spell (such as a scroll) without using read magic.
One try per day. Requires a full-round action.
|
|
25 + spell level
|
After rolling a saving throw against a spell targeted on you, determine
what that spell was. No action required. No retry.
|
|
25
|
Identify a potion. Requires 1 minute. No retry.
|
|
20
|
Draw a diagram to allow dimensional anchor to be cast on a magic
circle spell. Requires 10 minutes. No retry. This check is made secretly so
you do not know the result.
|
|
30 or higher
|
Understand a strange or unique magical effect, such as the effects of a
magic stream. Time required varies. No retry.
|
Check: You can identify spells and magic effects. The DCs for
Spellcraft checks relating to various tasks are summarized on the table
above.
Action: Varies, as noted above.
Try Again: See
above.
Special: If you are a specialist wizard, you get a +2 bonus on
Spellcraft checks when dealing with a spell or effect from your specialty
school. You take a –5 penalty when dealing with a spell or effect from a
prohibited school (and some tasks, such as learning a prohibited spell, are just
impossible).
If you have the Magical Aptitude feat, you get a +2 bonus on
Spellcraft checks.
Synergy: If you have 5 or more ranks in Knowledge
(arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more
ranks in Use Magic Device, you get a +2 bonus on Spellcraft checks to decipher
spells on scrolls.
If you have 5 or more ranks in Spellcraft, you get a +2
bonus on Use Magic Device checks related to scrolls.
Additionally, certain
spells allow you to gain information about magic, provided that you make a
successful Spellcraft check as detailed in the spell description.
SPOT
(WIS)
Check: The Spot skill is used primarily to detect characters or
creatures who are hiding. Typically, your Spot check is opposed by the Hide
check of the creature trying not to be seen. Sometimes a creature isn’t
intentionally hiding but is still difficult to see, so a successful Spot check
is necessary to notice it.
A Spot check result higher than 20 generally lets
you become aware of an invisible creature near you, though you can’t
actually see it.
Spot is also used to detect someone in disguise (see the
Disguise skill), and to read lips when you can’t hear or understand what
someone is saying.
Spot checks may be called for to determine the distance at
which an encounter begins. A penalty applies on such checks, depending on the
distance between the two individuals or groups, and an additional penalty may
apply if the character making the Spot check is distracted (not concentrating on
being observant).
Condition
|
Penalty
|
|
Per 10 feet of distance
|
–1
|
|
Spotter distracted
|
–5
|
Read Lips: To understand what someone is saying by reading lips,
you must be within 30 feet of the speaker, be able to see him or her speak, and
understand the speaker’s language. (This use of the skill is
language-dependent.) The base DC is 15, but it increases for complex speech or
an inarticulate speaker. You must maintain a line of sight to the lips being
read.
If your Spot check succeeds, you can understand the general content of
a minute’s worth of speaking, but you usually still miss certain details.
If the check fails by 4 or less, you can’t read the speaker’s lips.
If the check fails by 5 or more, you draw some incorrect conclusion about the
speech. The check is rolled secretly in this case, so that you don’t know
whether you succeeded or missed by 5.
Action: Varies. Every time you
have a chance to spot something in a reactive manner you can make a Spot check
without using an action. Trying to spot something you failed to see previously
is a move action. To read lips, you must concentrate for a full minute before
making a Spot check, and you can’t perform any other action (other than
moving at up to half speed) during this minute.
Try Again: Yes. You
can try to spot something that you failed to see previously at no penalty. You
can attempt to read lips once per minute.
Special: A fascinated
creature takes a –4 penalty on Spot checks made as reactions.
If you
have the Alertness feat, you get a +2 bonus on Spot checks.
A ranger gains a
bonus on Spot checks when using this skill against a favored enemy.
An elf
has a +2 racial bonus on Spot checks.
A half-elf has a +1 racial bonus on
Spot checks.
The master of a hawk familiar gains a +3 bonus on Spot checks in
daylight or other lighted areas.
The master of an owl familiar gains a +3
bonus on Spot checks in shadowy or other darkened areas.
SURVIVAL
(WIS)
Check: You can keep yourself and others safe and fed in the
wild. The table below gives the DCs for various tasks that require Survival
checks.
Survival does not allow you to follow difficult tracks unless you are
a ranger or have the Track feat (see the Restriction section
below).
|
Survival DC
|
Task
|
|
10
|
Get along in the wild. Move up to one-half your overland speed while
hunting and foraging (no food or water supplies needed). You can provide food
and water for one other person for every 2 points by which your check result
exceeds 10.
|
|
15
|
Gain a +2 bonus on all Fortitude saves against severe weather while moving
up to one-half your overland speed, or gain a +4 bonus if you remain stationary.
You may grant the same bonus to one other character for every 1 point by which
your Survival check result exceeds 15.
|
|
15
|
Keep from getting lost or avoid natural hazards, such as
quicksand.
|
|
15
|
Predict the weather up to 24 hours in advance. For every 5 points by which
your Survival check result exceeds 15, you can predict the weather for one
additional day in advance.
|
|
Varies
|
Follow tracks (see the Track feat).
|
Action: Varies. A single Survival check may represent activity
over the course of hours or a full day. A Survival check made to find tracks is
at least a full-round action, and it may take even longer.
Try Again:
Varies. For getting along in the wild or for gaining the Fortitude save bonus
noted in the table above, you make a Survival check once every 24 hours. The
result of that check applies until the next check is made. To avoid getting lost
or avoid natural hazards, you make a Survival check whenever the situation calls
for one. Retries to avoid getting lost in a specific situation or to avoid a
specific natural hazard are not allowed. For finding tracks, you can retry a
failed check after 1 hour (outdoors) or 10 minutes(indoors) of
searching.
Restriction: While anyone can use Survival to find tracks
(regardless of the DC), or to follow tracks when the DC for the task is 10 or
lower, only a ranger (or a character with the Track feat) can use Survival to
follow tracks when the task has a higher DC.
Special: If you have 5 or
more ranks in Survival, you can automatically determine where true north lies in
relation to yourself.
A ranger gains a bonus on Survival checks when using
this skill to find or follow the tracks of a favored enemy.
If you have the
Self-Sufficient feat, you get a +2 bonus on Survival checks.
Synergy:
If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge
(nature) checks.
If you have 5 or more ranks in Knowledge (dungeoneering),
you get a +2 bonus on Survival checks made while underground.
If you have 5
or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks in
aboveground natural environments (aquatic, desert, forest, hill, marsh,
mountains, and plains).
If you have 5 or more ranks in Knowledge (geography),
you get a +2 bonus on Survival checks made to keep from getting lost or to avoid
natural hazards.
If you have 5 or more ranks in Knowledge (the planes), you
get a +2 bonus on Survival checks made while on other planes.
If you have 5
or more ranks in Search, you get a +2 bonus on Survival checks to find or follow
tracks.
SWIM (STR; ARMOR CHECK PENALTY)
Check: Make a Swim
check once per round while you are in the water. Success means you may swim at
up to one-half your speed (as a full-round action) or at one-quarter your speed
(as a move action). If you fail by 4 or less, you make no progress through the
water. If you fail by 5 or more, you go underwater.
If you are underwater,
either because you failed a Swim check or because you are swimming underwater
intentionally, you must hold your breath. You can hold your breath for a number
of rounds equal to your Constitution score, but only if you do nothing other
than take move actions or free actions. If you take a standard action or a
full-round action (such as making an attack), the remainder of the duration for
which you can hold your breath is reduced by 1 round. (Effectively, a character
in combat can hold his or her breath only half as long as normal.) After that
period of time, you must make a DC 10 Constitution check every round to continue
holding your breath. Each round, the DC for that check increases by 1. If you
fail the Constitution check, you begin to drown.
The DC for the Swim check
depends on the water, as given on the table below.
Water
|
Swim DC
|
|
Calm water
|
10
|
|
Rough water
|
15
|
|
Stormy water
|
201
|
|
1 You can’t take 10 on a Swim check in stormy water, even if you
aren’t otherwise being threatened or distracted.
|
Each hour that you swim, you must make a DC 20 Swim check or take
1d6 points of nonlethal damage from fatigue.
Action: A successful Swim
check allows you to swim one-quarter of your speed as a move action or one-half
your speed as a full-round action.
Special: Swim checks are subject to
double the normal armor check penalty and encumbrance penalty.
If you have
the Athletic feat, you get a +2 bonus on Swim checks.
If you have the
Endurance feat, you get a +4 bonus on Swim checks made to avoid taking nonlethal
damage from fatigue.
A creature with a swim speed can move through water at
its indicated speed without making Swim checks. It gains a +8 racial bonus on
any Swim check to perform a special action or avoid a hazard. The creature
always can choose to take 10 on a Swim check, even if distracted or endangered
when swimming. Such a creature can use the run action while swimming, provided
that it swims in a straight line.
TUMBLE (DEX; TRAINED ONLY; ARMOR CHECK
PENALTY)
You can’t use this skill if your speed has been reduced by
armor, excess equipment, or loot.
Check: You can land softly when you
fall or tumble past opponents. You can also tumble to entertain an audience (as
though using the Perform skill). The DCs for various tasks involving the Tumble
skill are given on the table below.
Tumble DC
|
Task
|
|
15
|
Treat a fall as if it were 10 feet shorter than it really is when
determining damage.
|
|
15
|
Tumble at one-half speed as part of normal movement, provoking no attacks
of opportunity while doing so. Failure means you provoke attacks of opportunity
normally. Check separately for each opponent you move past, in the order in
which you pass them (player’s choice of order in case of a tie). Each
additional enemy after the first adds +2 to the Tumble DC.
|
|
25
|
Tumble at one-half speed through an area occupied by an enemy (over, under,
or around the opponent) as part of normal movement, provoking no attacks of
opportunity while doing so. Failure means you stop before entering the
enemy-occupied area and provoke an attack of opportunity from that
enemy. Check separately for each opponent. Each additional enemy after the
first adds +2 to the Tumble DC.
|
Obstructed or otherwise treacherous surfaces, such as natural cavern
floors or undergrowth, are tough to tumble through. The DC for any Tumble check
made to tumble into such a square is modified as indicated below.
|
Surface Is . . .
|
DC Modifier
|
|
Lightly obstructed (scree, light rubble, shallow bog1,
undergrowth)
|
+2
|
|
Severely obstructed (natural cavern floor, dense rubble, dense undergrowth)
|
+5
|
|
Lightly slippery (wet floor)
|
+2
|
|
Severely slippery (ice sheet)
|
+5
|
|
Sloped or angled
|
+2
|
|
1 Tumbling is impossible in a deep bog.
|
Accelerated Tumbling: You try to tumble past or through enemies
more quickly than normal. By accepting a –10 penalty on your Tumble
checks, you can move at your full speed instead of one-half your
speed.
Action: Not applicable. Tumbling is part of movement, so a
Tumble check is part of a move action.
Try Again: Usually no. An
audience, once it has judged a tumbler as an uninteresting performer, is not
receptive to repeat performances.
You can try to reduce damage from a fall as
an instant reaction only once per fall.
Special: If you have 5 or more
ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively
instead of the usual +2 dodge bonus to AC.
If you have 5 or more ranks in
Tumble, you gain a +6 dodge bonus to AC when executing the total defense
standard action instead of the usual +4 dodge bonus to AC.
If you have the
Acrobatic feat, you get a +2 bonus on Tumble checks.
Synergy: If you
have 5 or more ranks in Tumble, you get a +2 bonus on Balance and Jump
checks.
If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble
checks.
USE MAGIC DEVICE (CHA; TRAINED ONLY)
Use this skill to
activate magic
Check: You can use this skill to read a spell or to
activate a magic item. Use Magic Device lets you use a magic item as if you had
the spell ability or class features of another class, as if you were a different
race, or as if you were of a different alignment.
You make a Use Magic Device
check each time you activate a device such as a wand. If you are using the check
to emulate an alignment or some other quality in an ongoing manner, you need to
make the relevant Use Magic Device check once per hour.
You must consciously
choose which requirement to emulate. That is, you must know what you are trying
to emulate when you make a Use Magic Device check for that purpose. The DCs for
various tasks involving Use Magic Device checks are summarized on the table
below.
Task
|
Use Magic Device DC
|
|
Activate blindly
|
25
|
|
Decipher a written spell
|
25 + spell level
|
|
Use a scroll
|
20 + caster level
|
|
Use a wand
|
20
|
|
Emulate a class feature
|
20
|
|
Emulate an ability score
|
See text
|
|
Emulate a race
|
25
|
|
Emulate an alignment
|
30
|
Activate Blindly: Some magic items are activated by special
words, thoughts, or actions. You can activate such an item as if you were using
the activation word, thought, or action, even when you’re not and even if
you don’t know it. You do have to perform some equivalent activity in
order to make the check. That is, you must speak, wave the item around, or
otherwise attempt to get it to activate. You get a special +2 bonus on your Use
Magic Device check if you’ve activated the item in question at least once
before. If you fail by 9 or less, you can’t activate the device. If you
fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets
released but it doesn’t do what you wanted it to do. The default mishaps
are that the item affects the wrong target or that uncontrolled magical energy
is released, dealing 2d6 points of damage to you. This mishap is in addition to
the chance for a mishap that you normally run when you cast a spell from a
scroll that you could not otherwise cast yourself.
Decipher a Written
Spell: This usage works just like deciphering a written spell with the
Spellcraft skill, except that the DC is 5 points higher. Deciphering a written
spell requires 1 minute of concentration.
Emulate an Ability Score: To
cast a spell from a scroll, you need a high score in the appropriate ability
(Intelligence for wizard spells, Wisdom for divine spells, or Charisma for
sorcerer or bard spells). Your effective ability score (appropriate to the class
you’re emulating when you try to cast the spell from the scroll) is your
Use Magic Device check result minus 15. If you already have a high enough score
in the appropriate ability, you don’t need to make this
check.
Emulate an Alignment: Some magic items have positive or
negative effects based on the user’s alignment. Use Magic Device lets you
use these items as if you were of an alignment of your choice. You can emulate
only one alignment at a time.
Emulate a Class Feature: Sometimes you
need to use a class feature to activate a magic item. In this case, your
effective level in the emulated class equals your Use Magic Device check result
minus 20. This skill does not let you actually use the class feature of another
class. It just lets you activate items as if you had that class feature. If the
class whose feature you are emulating has an alignment requirement, you must
meet it, either honestly or by emulating an appropriate alignment with a
separate Use Magic Device check (see above).
Emulate a Race: Some
magic items work only for members of certain races, or work better for members
of those races. You can use such an item as if you were a race of your choice.
You can emulate only one race at a time.
Use a Scroll: If you are
casting a spell from a scroll, you have to decipher it first. Normally, to cast
a spell from a scroll, you must have the scroll’s spell on your class
spell list. Use Magic Device allows you to use a scroll as if you had a
particular spell on your class spell list. The DC is equal to 20 + the caster
level of the spell you are trying to cast from the scroll. In addition, casting
a spell from a scroll requires a minimum score (10 + spell level) in the
appropriate ability. If you don’t have a sufficient score in that ability,
you must emulate the ability score with a separate Use Magic Device check (see
above).
This use of the skill also applies to other spell completion magic
items.
Use a Wand: Normally, to use a wand, you must have the
wand’s spell on your class spell list. This use of the skill allows you to
use a wand as if you had a particular spell on your class spell list. This use
of the skill also applies to other spell trigger magic items, such as
staffs.
Action: None. The Use Magic Device check is made as part of
the action (if any) required to activate the magic item.
Try Again:
Yes, but if you ever roll a natural 1 while attempting to activate an item and
you fail, then you can’t try to activate that item again for 24
hours.
Special: You cannot take 10 with this skill.
You can’t
aid another on Use Magic Device checks. Only the user of the item may attempt
such a check.
If you have the Magical Aptitude feat, you get a +2 bonus on
Use Magic Device checks.
Synergy: If you have 5 or more ranks in
Spellcraft, you get a +2 bonus on Use Magic Device checks related to
scrolls.
If you have 5 or more ranks in Decipher Script, you get a +2 bonus
on Use Magic Device checks related to scrolls.
If you have 5 or more ranks in
Use Magic Device, you get a +2 bonus to Spellcraft checks made to decipher
spells on scrolls.
USE ROPE (DEX)
Check: Most tasks with a rope
are relatively simple. The DCs for various tasks utilizing this skill are
summarized on the table below.
Use Rope DC
|
Task
|
|
10
|
Tie a firm knot
|
|
101
|
Secure a grappling hook
|
|
15
|
Tie a special knot, such as one that slips, slides slowly, or loosens with
a tug
|
|
15
|
Tie a rope around yourself one-handed
|
|
15
|
Splice two ropes together
|
|
Varies
|
Bind a character
|
|
1 Add 2 to the DC for every 10 feet the hook is thrown; see
below.
|
Secure a Grappling Hook: Securing a grappling hook requires a
Use Rope check (DC 10, +2 for every 10 feet of distance the grappling hook is
thrown, to a maximum DC of 20 at 50 feet). Failure by 4 or less indicates that
the hook fails to catch and falls, allowing you to try again. Failure by 5 or
more indicates that the grappling hook initially holds, but comes loose after
1d4 rounds of supporting weight. This check is made secretly, so that you
don’t know whether the rope will hold your weight.
Bind a Character:
When you bind another character with a rope, any Escape Artist check that
the bound character makes is opposed by your Use Rope check.
You get a +10
bonus on this check because it is easier to bind someone than to escape from
bonds. You don’t even make your Use Rope check until someone tries to
escape.
Action: Varies. Throwing a grappling hook is a standard action
that provokes an attack of opportunity. Tying a knot, tying a special knot, or
tying a rope around yourself one-handed is a full-round action that provokes an
attack of opportunity. Splicing two ropes together takes 5 minutes. Binding a
character takes 1 minute.
Special: A silk rope gives you a +2
circumstance bonus on Use Rope checks. If you cast an animate rope spell
on a rope, you get a +2 circumstance bonus on any Use Rope checks you make when
using that rope.
These bonuses stack.
If you have the Deft Hands feat, you
get a +2 bonus on Use Rope checks.
Synergy: If you have 5 or more
ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a
knotted rope, or a rope-and-wall combination.
If you have 5 or more ranks in
Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope
bonds.
If you have 5 or more ranks in Escape Artist, you get a +2 bonus on
checks made to bind someone.