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1 Skills on September 9th 2013, 21:42


A character's skills represent a variety of abilities. As a character advances in level, s/he gets better at using some or all of the chosen skills.

To accomplish something using a skill, there is a Difficulty Class (DC) that must be met or exceeded in order to successfully use the skill. A skill use requires a 1d20 roll, then add the rank the character has in that skill, the ability modifier for that skill, and any miscellaneous modifiers for that skill. If the roll + rank + ability mod + misc mod matches or exceeds the difficulty for the task, you succeed.


There are a maximum number of ranks that a character can have in any given skill, which is equal to 3 + the character's level. For example, a lvl1 character can have a maximum of 4 ranks in any given class skill and a maximum of 2 ranks in any given cross-class skill.

There are two types of skills: class and cross-class. Each character class has a set of skills that are natural abilities for that class; all other skills are not natural for the class. A rank in a class skill costs one skill point. A rank in a cross-class skill costs two skill points.

Use of Skills

Some skills can be used untrained, so you don't have to buy ranks in them to have a modifier to use on your skill checks.

Two skills can work in opposition. For example, a character using a Move Silently skill to sneak past a guard has to beat the guard's Listen check in order to successfully sneak by.

Most skills can be attempted multiple times, which requires multiple skill checks. However, if the character is not being influenced by some sort of distraction, s/he can choose to "take 10"; if there's no distraction, no penalty for failing a skill check, and plenty of time, the character can choose to "take 20" instead of rolling repeatedly; this choice assumes that the character tries to accomplish the task repeatedly and fails at least a few times before completing the task successfully.

Favorable and unfavorable conditions can affect the dice rolls, as well. For example, a thief with a Thief's Tool kit gets a +2 circumstance bonus on any thieving activities because of having the perfect tool for the job (having to improvise a tool to do a job results in a -2 circumstance penalty instead). Favorable conditions, such as a friendly audience for a performance, reduce the DC for a performance check; a hostile audience increases the DC.

Most of the time, skill checks apply to only to the character making the check. However, characters can get assistance for some tasks, such as healing; this only applies if the assisting character could make the skill check on his/her own.

Some skills are synergistic, such as Bluff and Diplomacy. Once a character has 5 or more ranks in a synergistic skill, it provides a +2 bonus to another skill.

2 Re: Skills on September 9th 2013, 21:55


DescriptionUse this skill to tell an antique from old junk, a sword that's old and fancy from an elven heirloom, and high-quality jewelry from cheap stuff made to look good.
Action1 minute (10 rounds)
Try AgainNo.
Check DetailsCommon or well-known objects: DC12; check failure means an estimate between 50% and 150% of the actual value.

Rare or exotic items: DC15, 20, or higher; check failure means you can't estimate the value at all.

Favorable Conditions
Magnifying glass - +2 bonus on small or highly-detailed items (e.g., gems)
Merchant's scale - +2 bonus on items valued by weight (e.g., precious metals)
Bonuses stack.
SpecialMaster of a raven familiar gains +3 bonus

Diligent feat grants +2 bonus
SynergyIf you have 5 ranks in any Craft skill, you get a +2 bonus on checks for items made with that Craft skill

For common items, check failure means you can't estimate the value of the item at all.

For rare or exotic items, check success means an estimate of 50% to 150% of its actual value.

Last edited by Kestrana on September 15th 2013, 11:13; edited 3 times in total

3 Re: Skills on September 9th 2013, 21:57


DescriptionYou can keep your balance while walking on a tightrope, a narrow beam, a slippery ledge, or an uneven floor.

Armor check penalty

A balance check doesn't require an action; it is made as part of another action or as a reaction to a situation.
Try AgainYes
Check DetailsA success check lets you move at half your speed along the surface for 1 round (6 seconds).

A failure by 4 or less means you can't move. A failure by 5 or more means you fall down.

There are two types of surfaces requiring balancing: narrow and uneven.

Narrow Surfaces
7-12 inches wide: DC10
2-6 inches wide: DC15
Less than 2 inches wide: DC20

Uneven Surfaces
Floors made of uneven flagstones or hewn stone or that are otherwise sloped or angled only require a balance check if running or charging. DC10

If the surface is obstructed or slippery, or if a narrow object is sloped, the task is more difficult.
Lightly obstructed (scree, light debris/rubble): +2 DC
Severely obstructed (natural cavern floor, dense rubble): +5 DC
Slightly slippery (wet floor): +2 DC
Severely slippery (icy floor): +5 DC
Sloped or angled (for narrow surfaces): +2 DC

Unfavorable Conditions
Being Attacked: You are considered flat-footed while balancing, as you are unable to move to avoid an attack, unless you have 5 or more ranks in this skill. If you take damage while balancing, you must perform a second, equivalent balance check to keep your footing.

Accelerated Movement: You can try to walk or run across a precarious surface more quickly than normal. If you accept a -5 penalty, you can move at full speed. You may also accept this penalty to charge; this requires one Balance check for each multiple of your speed (or fraction thereof) that you're moving at.
SpecialAgile feat grants +2 bonus
SynergyIf you have 5 or more ranks in Tumble, you get a +2 bonus on Balance checks.

Last edited by Kestrana on September 15th 2013, 11:11; edited 2 times in total

4 Re: Skills on September 9th 2013, 21:57


DescriptionYou can make the outrageous or untrue seem possible, or use doublespeak or innuendo to deliver a secret message to another character. The skill encompasses acting, conning, fast talking, misdirection, prevarication, and misleading body language. Use a bluff to sow temporary confusion, get someone to turn and look where you point, or simply look innocuous.

A check made as part of an interaction generally takes 1 rounds (6 seconds), but may take longer if you try something elaborate.

A check made to feint in combat or create a diversion to hide takes 1 standard action.

A check made to deliver a secret message doesn't take an action, although the amount of information you can convey in a single round may be limited.
Try AgainVaries.

A failure during a social interaction generally makes the target too suspicious to try again.

Bluffs can be attempted multiple times during combat.

Failure trying to pass a message can be retried, but only once per round.

Each retry carries the same chance of failure.
Check DetailsA Bluff check is opposed by the target's Sense Motive check. The DC is the calculated by the target's Sense Motive check roll added to a circumstance modifier.

The target wants to believe you: -5 DC
"These emeralds aren't stolen. I'm just desperate for coin right now, so I'm offering them to you cheap."

The bluff is believable and doesn't affect the target significantly: +0 DC
"I don't know what you're talking about, sir. I'm just a simple peasant here for the fair."

The bluff is a little hard to believe or puts the target at some risk: +5 DC
"You orcs want to fight? I'll take you all on myself. I don't need my friends' help. Just don't get your blood all over my new surcoat!"

The bluff is difficult to believe or puts the target at significant risk: +10 DC
"This diadem doesn't belong to the duchess, it just looks like hers. I wouldn't sell you something that would get you hanged, would I?"

The bluff is way out there, almost too incredible to consider: +20 DC
"You might find this hard to believe, but I'm a lammasu who's been polymorphed into halfling form by an evil sorcerer. You know we lammasus are trustworthy, so you can believe me."
SpecialA ranger gains a bonus when using Bluff against favored enemies.

Master of a snake familiar gains +3 bonus

Persuasion feat grants +2 bonus
SynergyIf 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 are trying to act in character.

Last edited by Kestrana on September 15th 2013, 11:23; edited 3 times in total

5 Re: Skills on September 9th 2013, 21:58


DescriptionUse this skill to scale a cliff, to get to the window on the second floor of a wizard's tower, or to climb out of a pit after falling through a trapdoor.

Armor check penalty
ActionClimbing 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.
Try AgainYes
Check DetailsWith a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep inline. A slope is considered an incline with an angle measuring 60 degrees or less; a wall is 60 degrees or more.

Failure by 4 or less means you make no progress. 5 or more mean you fall from whatever height you're at.

You can't climb with only one hand, but you can hang by one hand to use your other hand for something else.

You lose your AC Dex while climbing because you can't move to avoid a blow. If you take damage while climbing, you need to check against the DC to avoid falling; if you fail the check, you fall and take appropriate damage.

DC depends on conditions of the climb.
0 DC: A slope too steep to talk up; a knotted rope with a wall to brace against
5 DC: A straight rope with a wall to brace against; a knotted, free-hanging rope
10 DC: A surface with ledges to hold onto and stand on; ship's rigging
15 DC: Any surface with adequate hand- and footholds; a tree; a free-hanging straight rope; pulling yourself up when dangling by your hands
20 DC: Uneven surface with some narrow hand- and footholds, such as a typical wall in a dungeon or ruins
25 DC: A rough surface, such as a natural rock wall, or a brick wall; an overhang or ceiling with handholds but no footholds
-- : A perfectly smooth, flat, vertical surface cannot be climbed

Make Own Hand- and Footholds: you can make your own hand- and footholds by pounding pitons into the wall. Doing so takes 1 minute (10 rounds) per piton, and one piton is needed per 3 feet of movement. DC 15.

Catching Yourself When Falling: it's practically impossible to catch yourself on a wall when falling (wall's DC + 20); it's easier to catch yourself on a slope (slope's DC + 10)

Catching Another Falling Character: you can attempt to catch a character above or adjacent to you if they fall; it requires a touch melee attack (the falling character can willingly forgo the Dex bonus to AC to represent assisting in being caught). Successful "attack" requires an immediate climb check (wall's DC + 10). Failure by 4 means the other character continues to fall, but you're safe; failure by 5 or more means you both fall.

Favorable Conditions
Climber's kit grants +2 bonus

Climbing a chimney or other location where you can brace against two opposite walls, -10 on the DC

Climbing a corner where you can brace against two perpendicular walls, -5 on the DC

Unfavorable Conditions
Slippery surfaces, +5 on the DC

Accelerated movement: by accepting a -5 penalty, you can move at one-half your normal speed (instead of one-quarter)
SpecialYou can use a rope to to raise or lower another character.

Master of a lizard familiar gains +3 bonus

Athletic feat grants +2 bonus
Synergy5 or more ranks in Use Rope skill grants +2 bonus on checks involving climbing ropes of all types

Last edited by Kestrana on September 15th 2013, 11:30; edited 3 times in total

6 Re: Skills on September 9th 2013, 21:58


DescriptionYou are particularly good at focusing your mind.

Making a Concentration check is a free action (when attempted reactively) or as part of another action (when attempted actively)
Try AgainYes

Retry does not cancel the effect of a previous failure, such as the loss of a spell you were concentrating on
Check DetailsYou must make a check any time you might be distracted (by damage, storm/weather, etc.) while engaged in some action that requires your full attention (spell-casting, using a spell-like ability, or using a skill that provokes an attack of opportunity).

If the check fails, the action automatically fails and is wasted. If you were casting a spell, the spell is lost; if you're concentrating on an active spell, your concentration is broken and the spell ends; if you're directing a spell, you direction fails but your spell remains active. If using a spell-like ability, the use of that ability is lost. The skill use will also fail, with other possible ramifications due to a skill check failure.

When involving a spell, add the spell level to the DC.

Damaged during action: 10 + damage dealt DC
Taking continuous damage during action: 10 + half the continuous damage last dealt DC
Distracted by a non-damaging spell or by weather created by a spell: distracting spell's save DC
Wind carrying blinding sleet or rain: 5 DC
Vigorous motion (moving, bouncing wagon, boat in rough water); wind-driven hail, dust, or debris: 10 DC
Violent motion (galloping, storm-tossed boat): 15 DC
Extraordinarily violet motion (earthquake): 20 DC
SpecialCan be used defensively with a DC of 15 (plus the spell's level if using with a spell or spell-like ability)

Successful check means you can't take 10 on another check in a stressful situation

Failed check means the related check also fails

Combat Casting feat grants +4 bonus

Last edited by Kestrana on September 15th 2013, 11:31; edited 2 times in total

7 Re: Skills on September 9th 2013, 21:59


DescriptionYou are trained in a craft, trade, or art.

This is actually a number of separate skills. Your ranks in one Craft don't affect your checks for other Crafts.

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.

Craft checks are made by the day or the week, depending on the task.
Try AgainYes.

Each time you fail by 5 or more, you ruin half of the raw materials required to make the item and must obtain new ones before trying again.
Check DetailsYou can practice your trade and make a decent living, earning about half your check results in gold per week of dedicated work. You know how to use the tools of your trade, how to perform your craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1sp per day.)

The basic function of the Craft skill, however, is to produce items of a certain 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 finished item's price also determines the cost of the raw materials required to make the item.

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 (jewelry, swords, glass, crystal, and so forth).

A successful Craft check related to woodworking in conjunction with the ironwood spell enables to make 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 complex items (e.g., Craft (bowmaking) to produce straight arrows).

Artisan's tools are required for the best chance of success at producing items using the Craft skill. You can use improvised tools in unfavorable conditions.

Favorable Conditions
Alchemist's lab grants a +2 bonus to Craft (alchemy) checks

Masterwork artisan's tools grant a +2 bonus to Craft checks

Unfavorable Conditions
Improvised tools incur a -2 bonus on Craft checks

Determine Time and Money
  1. Find the item's price in the Marketplace and convert the price to sp.
  2. Find the DC from the table below or have Kes set one.
  3. Pay 1/3 of the item's price for the cost of raw materials.
  4. Make an appropriate Craft check for one week's work.
    • If the check succeeds, multiply the check result by the DC
      • If the result equals or exceeds the price of the item in sp, you've completed the item.
        • If the result is 2x the price of the item, you finished the item in half the regular time required
        • If the result is 3x the price, you've finished in 1/3 the time
        • Etc....
      • If the result does not meet or exceed the price of the item in sp, it represents the progress you've made during that week; record the result and make a new Craft check for the next week, adding the results until the price of the item in sp is reached.
    • If you fail a check by 4 or less, you make no progress that week; if you fail by 5 or more, you ruin half the raw materials and have to start over.

Progress by Day: You can make checks by the day instead of by the week. In this case, your progress is measured in cp instead of sp.

Crafting a Masterwork Item: You can craft a masterwork item by crafting both the regular item and the masterwork item separately. Once both items are finished, the masterwork item is complete. Masterwork items have a higher price (and thus, a higher raw materials and time cost).

Repairing Items: You can repair items by making the same DC check. The cost of repairing the item is 1/5 the item's price.

ItemCraft SkillDC
Alchemist's fire, smokestick, or tindertwigAlchemist20
Antitoxin, sunrod, tanglefoot bag, or thunderstoneAlchemy25
Armor or shieldArmorsmithing10 + AC bonus
Longbow or shortbowBowmaking12
Composite longbow or shortbowBowmaking15
Composite bow with strength ratingBowmaking15 + (2 x Str rating)
Simple thrown or melee weaponWeaponsmithing12
Martial thrown or melee weaponWeaponsmithing15
Exotic thrown or melee weaponWeaponsmithing18
Mechanical trapTrapmakingVaries by trap type (see DM)
Very simple item (e.g., a wooden spoon)Varies5
Typical item (e.g., iron pot)Varies10
High-quality item (e.g., a bell)Varies15
Complex or superior item (e.g., a lock)Varies20

SpecialYou can Craft the item more quickly by voluntarily increasing the DC by +10

To use Craft (alchemy), you must have alchemical equipment and be a spellcaster. The equipment is considered part of the raw material cost, unless you have an alchemist's lab.
Synergy5 ranks in a Craft skill gives a +2 bonus on Appraise checks for items produced by that Craft

Types of Crafts
  • Alchemy
  • Armorsmithing
  • Basketweaving
  • Bookbinding
  • Bowmaking
  • Blacksmithing
  • Calligraphy
  • Carpentry
  • Cobbling
  • Coopering
  • Gemcutting
  • Leatherworking
  • Locksmithing
  • Painting
  • Pottery
  • Sculpting
  • Shipmaking
  • Stonemasonry
  • Trapmaking
  • Weaponsmithing
  • Weaving

Last edited by Kestrana on September 15th 2013, 11:42; edited 5 times in total

8 Re: Skills on September 9th 2013, 21:59

Decipher Script

DescriptionUse this skill to piece together the meaning of ancient runes carved into the wall of an abandoned temple, to get the gist of an intercepted letter written in the Infernal language, to follow the directions on a treasure map written in a forgotten alphabet, or to interpret the mysterious glyphs painted on a cave wall.
ActionDeciphering the equivalent of a single page of script takes 1 minute (10 rounds).
Try AgainNo
Check DetailsSimple messages: 20 DC
Standard text: 25 DC
Intricate, exotic, or archaic writing: 30+ DC

On success, you understand the general context of what you read.

On failure, the DM rolls a DC 5 check to see if you draw a false conclusion from what you read (success means you neither deciphered the script nor drew a false conclusion; failure means you drew a false conclusion from what you read).
SpecialDiligent feat grants +2 bonus
Synergy5 or more ranks in Decipher Script grants +2 bonus on Use Magic Device checks involving scrolls

Last edited by Kestrana on September 15th 2013, 11:44; edited 2 times in total

9 Re: Skills on September 9th 2013, 21:59


DescriptionUse this skill to persuade the chamberlain to let you see the king, to negotiate peace between feuding parties, or to convince the ogre mages to ransom you back to your friends instead of twisting your limbs off one by one. Diplomacy involves etiquette, social grace, tact, subtlety, and a way with words. A skilled character knows the formal and informal rules of conduct, social expectations, proper forms of address, and so on. This skill represents the ability to give others the right impression of yourself, negotiate effectively, and to influence others.
ActionChanging others' attitudes with Diplomacy generally takes a full minute (10 rounds), although it can take much longer depending on the circumstances.

Checks in a rushed situation, such as heading off a fight between two angry warriors, can be made as a full round action, but takes a -10 penalty.
Try AgainOptional, but not recommended

Retries usually don't work. The target will probably become firm about their position if the check fails.
Check DetailsYou can change the attitudes of NPCs with a successful Diplomacy check.

In negotiations, participants roll opposed Diplomacy checks, with the winner gaining the advantage.

Opposed checks are used to resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.

Improving Disposition
From hostile to unfriendly: 20 DC
From unfriendly to indifferent: 15 DC
From indifferent to friendly: 15 DC
From friendly to helpful: 20 DC

Degrading Disposition
If you fail the check, your result may degrade your target's disposition toward you.
From helpful to friendly: less than 1
From friendly to indifferent: less than 1
From indifferent to unfriendly: less than 1
From unfriendly to hostile: less than 5
SpecialNegotiate feat grants +2 bonus
Synergy5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive grants +2 bonus

Last edited by Kestrana on September 15th 2013, 11:48; edited 2 times in total

10 Re: Skills on September 9th 2013, 21:59

Disable Device

DescriptionUse this skill to disarm a trap, jam a lock (in either the open or closed position), or rig a wagon wheel to fall off. You can examine a fairly simple or fairly small mechanical device and disable it. The effort requires at least a simple tool of the appropriate sort (pick, prybar, saw, file, or the like).

Simple device: 1 round (6 seconds)

Intricate or complex device: 1d4 to 2d4 rounds
Try AgainVaries

You can retry if you miss by 4 or less, but you must know you've failed in order to retry.
Check DetailsYour DM makes your Disable Device check for you in secret so you don't know whether you've succeeded or not. The DC depends on how tricky the device is.

If you succeed, you disable the device. If it fails by 4 or less, you have failed but can try again. If it fails by 5 or more, something goes wrong (if the device is a trap, it's sprung; if you're attempting sabotage, you think it's disabled but it continues to operate normally).

You can rig simple devices to work normally for a while and then fail later (usually after 1d4 rounds or minutes of use).

Simple1 round10Jam a lock
Tricky1d4 rounds15Sabotage a wagon wheel
Difficult2d4 rounds20Disarm a trap, reset a trap
Wicked2d4 rounds25Disarm a complex trap, cleverly sabotage a clockwork device

If you attempt to leave behind no trace of tampering, add 5 to the DC.

Favorable Conditions
Use of masterwork theif's tools grants a +2 bonus on checks.

Unfavorable Conditions
Attempting a Disable Device check without a set of theif's tools imposes a -2 penalty on checks.
SpecialNimble Fingers feat grants +2 bonus

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 any companions) without disarming it.

Rogues and other characters with the trapfinding class feature can disarm magic traps. A magic trap generally has a DC 25 + the spell level of the magic used to create it (e.g., disarming a trap set by the casting of explosive runes has a 28 DC because that spell is a 3rd-level spell).

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 cannot succeed.

Other Methods
There are other ways to disable a trap short of using 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 that the mechanism can be accessed. Failing that, it's possible to plug up the holes from which the projectiles emerge. This prevents the trap from firing unless its ammunition does enough damage to break through the plugs.

Melee Attack Traps: As with ranged traps, these can be disabled by destroying the mechanism or by blocking the weapons. Alternatively, if a character studies the trap, s/he might be able to time dodges just right to avoid the strikes. A character who is doing nothing but studying the trap when it first goes off gains a +4 Dodge bonus against its attacks if it's triggered again within one minute (10 rounds).

Pits: Disabling a pit trap generally ruins only the trapdoor, making it into 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 can neutralize any spikes in the bottom of the pit by attacking them; they are treated as daggers for the purpose of breaking.

Magic Traps: Dispel magic spells help here, provided the trap's location has been identified (must use targeted version of spell, not area version). Someone who succeeds on a caster level check against the level of the trap's creator suppresses the trap for 1d4 rounds.

Last edited by Kestrana on September 15th 2013, 13:35; edited 4 times in total

11 Re: Skills on September 9th 2013, 22:00


DescriptionUse this skill to change your own appearance or someone else's. The effort requires at least a few props, some makeup, and some time. A disguise can include an apparent change to height or weight amounting to no more than 1/10th of the original.

You can also use Disguise to impersonate people, either individuals or types. For example, you might, with little or no actual disguise, make yourself appear as a traveler even if you're a local.
ActionCreating a disguise requires 1d3 x 10 minutes of work.
Try AgainYes

You may try to redo a failed disguise, but once others know a disguise has been attempted, they'll be more suspicious.
Check DetailsYour check result determines how good the disguise is and is opposed by others' Spot checks. If you don't draw attention to yourself, you won't become the target of others' Spot checks. If you come to the attention of people who are already suspicious (such as a guard observing people walking through a gate), the DM can assume that the observers take 10 on their Spot checks.

You only get one Disguise check per use of the skill, no matter how many people are making Spot checks against it. The DM makes your Disguise check in secret, so you can't be sure how good your disguise is.

The effectiveness of the disguise depends in part on how much you're trying to alter the appearance.

If you are impersonating a specific individual, those who know that person get a bonus on their Spot checks. Those people are also considered to be automatically suspicious of you, so opposed checks are always called for.

Usually, an individual makes a Spot check to see through your disguise upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or once per hour using an average Spot check for the group (usually, a +1 bonus since most people don't have the Spot skill and only a few have good Spot modifiers).

DisguiseDisguise Check Modifier
Minor details only+5
Disguised as a different gender-2
Disguised as a different race-2
Disguised as a different age category-2
Gender, race, and age modifiers are cumulative - use all that apply

Age stacks per step difference from your age category and your target age category; categories are young, adult, middle age, old, and venerable.
FamiliarityViewer's Spot Bonus
Recognizes on sight+4
Friends or associates+6
Close friends+8

Favorable Conditions
The use of a disguise kit grants a +2 bonus.
SpecialMagic that alters your form, such as alter self, disguise self, polymorph, or shapechange grants you a +10 bonus on checks. 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 illusion (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced disguise.

You must make a Disguise check when casting the simulacrum spell to determine how good the likeness is.

Deceptive feat grants +2 bonus
Synergy5 or more ranks in Bluff grants a +2 bonus when you know you're being observed and are trying to act in character

Last edited by Kestrana on September 15th 2013, 12:28; edited 1 time in total

12 Re: Skills on September 9th 2013, 22:00

Escape Artist

DescriptionUse this skill to slip out of bonds or manacles, wriggle through tight spaces, or escape the grip of a monster that grapples you.

Armor check penalty
ActionTo escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work (10 rounds).

Escaping from a net, an animate rope, command plants, control plants, or entangle spell is a full-round action.

Escaping from a grapple or a pin is a standard action.

Squeezing through a tight space takes at least 1 minute (10 rounds), maybe longer, depending on how long the space is.
Try AgainVaries

You can make another check after a failed check if you're squeezing 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.
Check DetailsRopes: Your Escape Artist check is opposed by the binder's Use Rope check. Since it's easier to tie someone up than escape, the binder gets a +10 bonus on the Use Rope check.

Manacles and Masterwork Manacles: The DC for manacles is set by their construction.

Tight Space: You can use an Escape Artist check on spaces where your head will fit but your shoulders won't. You can't squeeze through a space that your head won't fit through. If the space is long, you may need to make multiple checks to get through.

Grappler: You can make an Escape Artist check opposed by your enemy's grapple check to get out of a grapple or a pinned condition.

RopesBinder's Use Rope check + 10
Net, animate rope spell, command plants spell, control plants spell, or entangle spell20
Snare spell23
Tight space30
Masterwork manacles35
GrapplerGrappler's grapple check results
SpecialAgile feat grants +2 bonus
Synergy5 or more ranks in Escape Artist grants a +2 bonus on Use Rope checks to bind someone

5 or more ranks in Use Rope grants a +2 bonus on Escape Artist checks when escaping from rope bonds

Last edited by Kestrana on September 15th 2013, 13:26; edited 2 times in total

13 Re: Skills on September 9th 2013, 22:00


DescriptionUse this skill to fake a written order from the duchess instructing a jailer to release prisoners, to create an authentic-looking treasure map, or to detect forgeries that others may attempt to pass off.
ActionForging a very short or simple document takes 1 minute (10 rounds).

A longer or more complex document takes 1d4 minutes per page.
Try AgainUsually no.

A retry is never possible after a particular reader detects a particular forgery, but the document may be used to 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 the forgery more than once; if that one opposed check goes in favor of the forger, then the reader can't try using own skill again, even if suspicious of the document.
Check DetailsForgery 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 time.

To forge a document not requiring mimicry of a specific person's handwriting, 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, granting you a +4 bonus.

To forge a large document mimicking a specific person's handwriting, you need a large sample of that person's handwriting.

The DM makes your Forgery checks in secret so you don't know how good your forgery is. As with Disguise checks, you don't have to make a check unless someone examines the work.

Your Forgery check is opposed by the examiner's Forgery check. The examiner gains bonuses based on the following table.

ConditionExaminer's 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 well known to reader+2
Reader only casually reviews document-2

A document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the reader can increase the character's suspicion and create favorable circumstances for their opposing check.
SpecialDeceitful feat grants +2 bonus

Forgery is language-dependent; thus, to forge documents and detect forgeries, you must be able to read and write the language in question.

Barbarians cannot learn the Forgery skill unless he has learned to read and write.

Last edited by Kestrana on September 15th 2013, 13:58; edited 1 time in total

14 Re: Skills on September 9th 2013, 22:01

Gather Information

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15 Re: Skills on September 9th 2013, 22:02

Handle Animal

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16 Re: Skills on September 9th 2013, 22:02


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17 Re: Skills on September 9th 2013, 22:02


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18 Re: Skills on September 9th 2013, 22:02


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19 Re: Skills on September 9th 2013, 22:03


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20 Re: Skills on September 9th 2013, 22:03


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21 Re: Skills on September 9th 2013, 22:04


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22 Re: Skills on September 9th 2013, 22:04

Move Silently

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23 Re: Skills on September 9th 2013, 22:04

Open Lock

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24 Re: Skills on September 9th 2013, 22:04


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25 Re: Skills on September 9th 2013, 22:05


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26 Re: Skills on September 9th 2013, 22:05


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