SKILL DESCRIPTIONS
AS MORE REFERNCE MANUALS
ARE RELEASED, THE DESCRIPTIONS AND USES OF SKILLS ARE EXPANDED. HERE ARE THE
DESCRIPTIONS UP THROUGH COMPLETE ADVENTURER, AND SOME OF THE COOPERATIVE RULES
THAT APPLY TO SKILL CHECKS.
AID ANOTHER: YOU CAN HELP ANOTHER CHARACTER
ACHIEVE SUCCESS ON THEIR SKILL CHECK BY MAKING THE SAME KIND OF SKILL CHECK IN
A COOPERATIVE EFFORT. IF YOU ROLL A 10 OR HIGHER ON YOUR CHECK, THE CHARACTER
YOU ARE HELPING GETS A +2 BONUS TO THEIR CHECK. WHEN A CHARACTER HAS 5 OR MORE RANKS
IN A SKILL THIS BONUS MAY INCREASE. FOR EVERY 10 POINTS ABOVE 10 THAT IS ROLLED
THE BONUS INCREASES BY 1.
SKILL SYNERGY: CERTAIN SKILLS ARE COMPLEMENTARY
TO EACH OTHER HERE IS A LIST OF SKILLS THAT ADD SYNERGY BONUSES TO EACH OTHER:
5+ RANKS IN: GIVES A +2 BONUS TO:
BLUFF DIPLOMACY
BLUFF DISGUISE CHECK TO ACT IN
CHARACTER
BLUFF INTIMIDATE
BLUFF SLEIGHT OF HAND
CRAFT RELATED APPRAISE CHECKS
DECIPHER SCRIPT USE MAGIC DEVICE WITH SCROLLS
ESCAPE ARTIST USE ROPE INVOLVING BINDING
HANDLE ANIMAL RIDE
HANDLE ANIMAL WILD EMPATHY
JUMP TUMBLE
KNOWLEDGE:
(ARCANA) SPELLCRAFT
(ARCHITECTURE AND ENGINEERING) SEARCH
FOR SECRET DOORS OR COMPARTMENTS
(DUNGEONEERING) SURVIVAL UNDERGROUND
(GEOGRAPHY) SURVIVAL TO AVOID GETTING LOST
AND AVOIDING HAZARDS
(HISTORY) BARDIC
KNOWLEDGE
(LOCAL) GATHER INFORMATION
(NATURE) SURVIVAL
OUTDOORS
(NOBILITY AND ROYALTY) DIPLOMACY
(RELIGION) TURN OT REBUKE UNDEAD
(THE PLANES) SURVIVAL ON OTHER PLANES
SEARCH SURVIVAL FOLLOWING TRACKS
SENSE MOTIVE DIPLOMACY
SPELLCRAFT USE MAGIC DEVICE FOR SCROLLS
SURVIVAL KNOWLEDGE
(NATURE)
TUMBLE BALANCE
TUMBLE JUMP
USE MAGIC DEVICE SPELLCRAFT
TO DECIPHER SCROLLS
USE ROPE CLIMB
WITH ROPES
USE ROPE ESCAPE
ARTIST WITH ROPES
IN ADDITION, CHARACTERSCAN USE THEIR SKILL SYNERGIES TO AID
OTHERS IN THEIR CHECKS. A CHARACTER WITH 5+ RANKS ON HANDLE ANIMAL COULD AID
ANOTHER CHARACTER WITH HIS RIDE CHECK (+2 BONUS).
APPRAISE: (INT, NO TRAINING)
YOU CAN APPRAISE COMMON
AND WELL KNOWN ITEMS TO WITHIN 10% OF THEIR VALUE, AND RARE TO EXOTIC ITEMS CAN
BE APPRAISED TO WITHIN 70% TO 130% OF IT’S VALUE. THIS SKILL CAN ALSO BE USED
TO MAKE A QUICK ESTIMATION OF AN ITEMS VALUE.
A MAGNIFYING GLASS ADDS +2
TO THE CHECK.
A MERCHANT’S SCALE ADDS+2
TO THE CHECK.
IF YOU HAVE 5 RANKS IN A
CRAFT SKILL RELATED TO THE ITEM BEING APPRAISED, ADD +2.
DWARVES GAIN A +2 RACIAL
BONUS FOR ALL ITEMS MADE OF STONE OR METAL..
CHARACTERS WITH A RAVEN
FAMILIAR GAIN A +3 BONUS
CHARACTERS WITH THE
DILIGENT FEAT GAIN A +2 BONUS.
ALL OF THESE BONUSES
STACK.
COMMON 12
RARE 15
EXOTIC 20
QUICK APPRAISE:
COMMON: TRADE GOODS, MUNDANE ITEMS, LIVESTOCK 15
RARE: FINE CLOTHING, PRECIOUS METALS (UNWORKED), GEMS, ARTWORK 20
EXOTIC: UNUSUAL GEMS, SPELL COMPONENTS, JEWELRY, RELIGIOUS
ITEMS 25
UNIQUE: MASTERPIECE ARTWORK, ROYAL JEWELS, CROWNS OR OTHER
ADORNMENTS 30+
FAILURE RESULTS IN WIDELY SKEWED VALUES, ONCE AN ITEM HAS
BEEN INCORRECTLY APPRAISED, NO FURTHER ATTEMPTS WILL SUCCEED. APPRAISAL TAKES
ONE MINUTE AND USES A STANDARD MOVE. THE APPRAISE MAGIC VALUE FEAT ALLOWS YOU
TO USE APPRAISE TO DETERMINE MAGIC PROPERTIES.
AUTOHYPNOSIS (WIS, TRAINED ONLY)
YOU HAVE TRAINED YOUR MIND
TO GAIN MASTERY OVER YOUR BODY AND THE MINDS OWN DEEPEST CAPABILITIES.
IGNORE CALTROP WOUND 18
MEMORIZE 15
RESIST DYING 20
RESIST FEAR FEAR EFFECT DC
TOLERATE POISON POISON DC
WILLPOWER 20
BALANCE: (DEX,
NO TRAINING)
YOU CAN KEEP YOUR BALANCE
WHILE WALKING A TIGHTROPE, A NARROW BEAM, A LEDGE OR AN UNEVEN FLOOR. A
SUCCESSFUL CHECK MEANS YOU CAN MOVE AT HALF SPEED FOR 1 ROUND, A FAILURE MEANS
YOU CAN’T MOVE, A FAILURE BY 5 OR MORE MEANS YOU FALL. IF YOU TAKE A –5 PENALTY
YOU CAN MOVE AT NORMAL SPEED. IF YOU ARE WEARING HEAVY ARMOR YOU TAKE A –5
PENALTY.
IF YOU HAVE 10+ RANKS IN
BALANCE, YOU CAN MAKE A BALANCE CHECK IN PLACE OF A STR OR DEX CHECK TO AVOID
BEING TRIPPED. YOU TAKE A –10 PENALTY, IF YOU SUCCEED YOU ARE NOT TRIPPED. YOU
MAY NOT ATTEMPT TO TRIP YOUR OPPONENT.
IF YOU TRY TO SPRINT
ACROSS A NARROW SURFACE YOU TAKE A –20 PENALTY TO YOUR BALANCE CHECK.
IF YOU HAVE 5+ RANKS IN TUMBLING, YOU GAIN +2 FOR ALL SKILL
CHECKS IN BALANCE.
IF YOU HAVE THE AGILE
FEAT, YOU GAIN A +2 BONUS.
7-12 INCHES WIDE 10
2-6 INCHES WIDE 15
LESS THAN 2 INCHES 20
UNEVEN FLOOR 10
LIGHTLY OBSTRUCTED (GRAVEL) +2
SEVERELY OBSTRUCTED (CAVE IN/RUBBLE) +5
WET SURFACE +2
ICY/GREASY SURFACE +5
SLOPED OR ANGLED +2
MOSS, FUNGI, SLIGHTLY WET +2
MOVING THROUGH DENSE FOREST IN BRANCHES 10
MOVING THROUGH MEDIUM FOREST IN BRANCHES 15
MOVING THROUGH SPARSE FOREST IN BRANCHES 25
MOVING OVER GRAVEL, LOOSE STONES, BRICKS 10
MOVING OVER AWNING, DUNE FACE, SNOWDRIFT 15
MOVING ON TOP OF VEHICLE ON SMOOTH ROAD 18
MOVING ON TOP OF VEHICLE ON ROUGH ROAD 20
MOVING ON TOP OF VEHICLE ON POOR ROAD, TRAIL, UNIMPROVED
SURFACE 22
MOVING ON SHIP’S DECK DURING STORM, GALLOPING HORSE, VEHICLE
ON RUBBLE,LOGS, POTHOLES 25
IF YOU ARE ATTACKED WHILE BALANCED, THE ATTACKER GAINS +2 TO
HIT, A SUCCESSFUL HIT REQUIRES A SKILL CHECK TO AVOID FALLING.
BLUFF: (CHA, NO TRAINING)
YOU HAVE THE ABILITY TO
MAKE THE OUTRAGEOUS SEEM PLAUSIBLE, YOU ARE A CON-MAN AND A FAST TALKER. THIS
SKILL IS MOSTLY UTILIZED TO MOMENTARILY DRAW ATTENTION AWAY FROM SOMEONE OR
SOME THING, OR CONVINCE A BEING SOMETHING IS TRUE. BLUFF IS CHECKED AGAINST
YOUR TARGETS SENSE MOTIVE SKILL. YOU CAN USE BLUFF TO DO THE FOLLOWING:
FEINT IN COMBAT: A SUCCESSFUL FEINT PUTS YOUR OPPONENT OFF
BALANCE AND THEY LOSE ANY DEX BONUS THE NEXT RND.
CREATE DIVERSION TO HIDE: MOMENTARILY DISTRACT CREATURES
AWARE OF YOU TO UTILIZE YOUR HIDE SKILL.
DELIVER A SECRET MESSAGE: TWO CHARACTERS WITH BLUFF SKILL
CAN COMMUNICATE WITH EACH OTHER AND SHARE INFORMATION WITHOUT ACTUALLY TALKING
ABOUT THE INFORMATION. THE DC IS 15 FOR A SIMPLE MESSAGE AND 20 FOR A COMPLEX
MESSAGE. FAILURE OF4 OR LESS MEANS THE MESSAGE FAILED. FAILURE OF 5 OR GREATER
MEANS THE MESSAGE IS COMPLETELY MIS INTERPRETED.
A RANGER GAINS A +2 BONUS USING THIS SKILL AGAINST HIS
FAVORED ENEMY.
CHARACTERS WITH SNAKE FAMILIARS GAIN A +3 BONUS.
IF YOU HAVE THE PERSUASIVE FEAT, YOU GAIN +2 OB THIS SKILL.
IF YOU HAVE 5+ RANKS IN BLUFF, YOU GAIN BONUSES TO THE
FOLLOWING SKILLS: INTIMIDATE+2, DISGUISE +2.
TARGET WEANTS TO BELIEVE YOU -5
BLUFF IS BELIEVABLE AND DOESN’T AFFECT TARGET 0
A LITTLE HARD TO BELIEVE OR PUTS TARGET AT SOME RISK +5
HARD TO BELIEVE OR ENTAILS RISK TO TARGET +10
UNBELIEVABLE, TOO INCREDIBLE TO CONSIDER +20
FAILED BLUFFS MAKE THE
TARGET TOO SUSPICIOUS FOR ANY FURTHER ATTEMPTS.
CLIMB: (STR, NO TRAINING)
A SUCCESSFUL CLIMB CHECK
ALLOWS YOU TO MOVE AT ¼ SPEED UP, DOWN
OR SIDEWAYS ON A SLOPE, WALL OR INCLINE. A FAILED CHECK MEANS NO MOVEMENT, A
FAILURE OF 5+ MEANS YOU FALL. IF YOU ARE ATTACKED WHILE CLIMBING, THE ATTACKER
GAINS +2, YOU LOSE ANY DEX BONUS ON YOUR ARMOR AND CANNOT USE A SHIELD. ANY
SUCCESSFUL ATTACK REQUIRES A CLIMB CHECK TO AVOID FALLING. YOU CAN CLIMB AT ½
NORMAL MOVEMENT SPEED IF YOU TAKE A PENALTY OF –5. MEDIUM TO HEAVY ARMOR
INCURRS A –5 PENALTY.
RAPID CLIMB: YOU CAN CLIMB MORE QUICKLY IF YOU TAKE A –20
PENALTY, SUCCESS MEANS NORMAL SPEED MOVEMENT.
COMBAT CLIMB: BY TAKING A –20 PENALTY TO YOUR CLIMB CHECK, YOU CAN
RETAIN YOUR DEX BONUS.
CHARACTERS WITH 5+ RANKS
IN ROPE USE GAIN +2 TO THEIR SKILL CHECK.
A CLIMBING KIT ADDS +2 TO
YOUR CHECK.
A CHARACTER WITH A LIZARD
FAMILIAR GAINS A +3 BONUS.
CHARACTERS WITH THE
ATHLETIC FEAT GAIN A +2 BONUS
SLOPE, WITH KNOTTED ROPE AND A WALL TO BRACE ON 0
ROPE WITH WALL TO BRACE ON, VERTICAL CLIMB 5
ROUGH SURFACE WITH LEDGES TO REST ON 10
ADEQUATE HANDHOLDS AND FOOTHOLDS (PITONS) 15
UNEVEN SURFACE WITH HANDHOLDS AND FOOTHOLDS 20
ROUGH SURFACE 25
OVERHANG OR CEILING WITH HANDHOLDS 25
PERFECTLY SMOOTH FLAT SURFACE CANNOT BE CLIMBED
NARROW CHIMNEY (REDUCES DC BY 10) -10
CLIMBING CORNER YOU CAN BRACE ON (REDUCES DC BY 5) -5
SURFACE IS SLIPPERY (INCREASES DC BY 5) +5
IN A TREE:
GRASPING NEARBY BRANCHES TO WALK ALONG NARROW BRANCH 0
TREE HAS PLENTY OF STURDY BRANCHES 5
TREE HAS FEW OR FAIRLY WEAK BRANCHES 10
TREE HAS NO BRANCHES BUT IS SLIM ENOUGH TO WRAP ARMS AROUND 15
TREE HAS NO BRANCHES AND IS TOO LARGE TO WRAP ARMS AROUND 20
STOPPING A FALL TREE OR BRANCHES DC + 5
CONCENTRATION: (CON, NO TRAINING)
YOU ARE PARTICULARLY ADEPT
AT CONCENTRATION, SO MUCH THAT YOU CAN CAST A SPELL EVEN WITH DISTRACTIONS. A
FAILED CHECK STILL ALLOWS FOR ANOTHER CHECK NEXT ROUND BUT THE ORIGINAL SPELL
IS RUINED. THIS SKILL IS ALSO USED TO AID IN ACTIONS THAT REQUIRE YOUR FULL
ATTENTION AND WOULD OPEN THE PLAYER TO AN ATTACK OF OPPORTUNITY, SUCH AS:
DISABLE DEVICE, HEAL, OPEN LOCK, USE ROPE. IT IS ALSO USED IN PSIONIC FOCUS AND
CONTROL. PSIONIC FOCUS CAN BE MADE AT ANY POINT AND STORED FOR THAT DAY UNTIL
IT IS USED. YOU MAY TAKE A 15 WHEN ATTEMPTING TO GENERATE YOUR FOCUS IF YOU ARE
RELAXED AND INACTIVE. GENERATING YOUR FOCUS DURING MELEE OPENS YOU TO AN ATTACK
OF OPPORTUNITY.
YOU CAN USE CONCENTRATION
TO AVOID AN ATTACK OF OPPORTUNITY WHILE SPELL CASTING OR USING A SPELL-LIKE
ABILITY BY ADDING THE SPELL LEVEL TO THE DC LISTED BELOW.
CHARACTERS WITH THE COMBAT
CASTING FEAT, GAIN +4 TO THEIR CONCENTRATION SKILL CHECK.
INJURY OR FAILED SAVE DURING SPELL CASTING 10+ DAMAGE DEALT
DAMAGED DURING THE ACTION 10+DAMAGE
DEALT
SUFFERING CONTINUOUS DAMAGE 10+1/2
CONTINUOUS DAMAGE
DISTRACTING SPELL /
POWER SPELLS/POWERS
DC
GRAPPLING OR PINNED(NO SOMATIC SPELLS) 20
VIGOROUS MOTION 10
VIOLENT MOTION 15
AFFECTED BY EARTHQUAKE 20
BLINDING RAIN OR SLEET 5
HAIL, DUST OR DEBRIS 10
WEATHER BASED SPELL SPELL DC
CASTER ENTANGLED 15
MANIFEST POWER W/O DISPLAY 15
+ POWER LEVEL
WEATHER CAUSED BY POWER POWERS
DC
PSIONIC FOCUS 20
CRAFT: (INT, NO ADDITIONAL TRAINING)
YOU HAVE BEEN TRAINED IN A
CRAFT, TRADE OR ART. THE CRAFT SKILL SET IS MADE OF MANY DIFFERENT CRAFTS,
RANKS FOR ONE CRAFT HAVE NO BEARING ON SKILLS FOR ANOTHER. YOU CAN MAKE A
LIVING IN A CRAFT IF YOU HAVE 2+ RANKS IN IT. THE MAIN PURPOSE FOR THE CRAFT
SKILL IS TO CREATE AN ITEM FOR A SPECIFIC PURPOSE. THE DC OF A GIVEN ITEM
RELATES TO THE MATERIALS NEEDED, THE INTRICACIES OF CREATION, THE TIME INVOLVED
AND THE CIRCUMSTANCES AROUND ITS’ CREATION. THE DM WILL ASSIGN DC VALUES TO
ITEMS AS NECESSARY. PLAYER WITH CRAFT SKILLS IN ARMOR OR WEAPON CREATION CAN
CREATE MASTERWORK ITEMS THAT GAIN SOME BONUSES EVEN THOUGH THEY ARE NOT MAGIC.
IF YOU THINK YOUR CHARACTER WILL HAVE THE NEED TO CREATE AN ITEM IN THE FUTURE,
YOU SHOULD TAKE THE CRAFT SPELL EARLY AND ADD RANK POINTS AS YOU INCREASE
LEVELS. TALK TO THE DM FOR HELP IN A CRAFT TITLE.
TO DETERMINE THE COST AND
TIME IT TAKES TO CRAFT AN ITEM, GET THE PRICE (SPS) FROM THE DM. YOU MUST PAY
1/3 OR THE PRICE FOR THE RAW MATERIALS AND THEN MAKE A CRAFT CHECK REPRESENTING
ONE WEEKS WORK. IF YOU SUCCEED, MULTIPLY YOUR CHECK RESULT BY THE DC. IF THE
TOTAL IS GREATER OR EQUAL TO THE PRICE OF THE ITEM IN SILVER PIECES THEN YOU
HAVE COMPLETED THE ITEM. IF THE TOTAL IS LOWER THAN THE PRICE YOU HAVE NOT
COMPLETED THE ITEM THAT WEEK. YOU MUST ROLL AGAIN THE NEXT WEEK UNTIL YOU
FINISH IT. A FAILURE OF 4 OR LESS MEANS THERE WAS NO PROGRESS THAT WEEK. A
FAILURE OF 5 OR MORE MEANS YOU HAVE RUINED HALF OF THE RAW MATERIALS AND MUST
BUY NEW.
REPAIRING ITEMS: TAKE 1/5
OF THE ITEMS VALUE (SPS) AND MAKE A CHECK AGAINST THAT VALUE.
QUICK CREATION: YOU CAN VOLUNTARILY INCREASE THE DC BY ANY MULTIPLE
OF 10 TO DECREASE THE AMOUNT OF TIME NEEDED TO CREATE AN ITEM. YOU MULTIPLY
THIS HIGHER DC BY YOUR RESULT TO DETERMINE YOUR PROGRESS.
USING IMPROVISED OR POOR
QUALITY TOOLS RESULTS IN A –2 PENALTY.
ARTISAN TOOL SETS ADD A +2
BONUS.
DWARVES ADD +2 TO THIS SKILL RELATING TO STONE OR METAL
ITEMS.
IF YOU HAVE A LAB YOU ADD +2 TO YOUR CHECKS
YOU MAY VOLUTARILY ADD +10 TO THE ITEMS DC TO SPEED UP THE
CREATION PROCESS.
IF YOU HAVE 5+ RANKS IN CRAFT, YOU GAIN +2 FOR APPRAISING
ANY ITEM ASSOCIATED WITH THAT CRAFT.
ACID ALCHEMY 15
ALCHEMIST FIRE, SMOKESTICK, TINDERTWIG ALCHEMY 20
ANTITOXIN, SUNROD, TANGLEFOOT BAG, THUNDERSTONE ALCHEMY 25
ARMOR OR SHIELD ARMORSMITHING 10+AC
BONUS
LONG/SHORT BOW BOWMAKING 12
COMPOSITE LONG/SHORT BOW BOWMAKING 15
COMPOSITE LONG/SHORT BOW WITH HIGH STR RATING BOWMAKING 15+(2X
RATING)
CROSSBOW WEAPONSMITH 15
SIMPLE MELEE OR THROWN WEAPON WEAPONSMITH 12
MARTIAL MELEE OR THROWN WEAPON WEAPONSMITH 15
EXOTIC MELEE OR THROWN WEAPON WEAPONSMITH 18
MECHANICAL TRAP TRAPMAKING VARIES
VERY SIMPLE ITEM VARIES 5
TYPICAL ITEM VARIES 10
HIGH QUALITY ITEM VARIES 15
COMPLEX OR SUPERIOR ITEM VARIES 20
ACIDIC FIRE ALCHEMY 25
ALCHEMISTS LIGHTNING ALCHEMY 22
ALCHEMISTS FROST ALCHEMY 22
BYESHK WEAPON WEAPONSMITHING BASE+5
BYESHK ARMOR OR SHIELD ARMORSMITHING BASE+8
DRAGONSHARD ITEM VARIES 25
NOXIOUS SMOKESTICK ALCHEMY BASE+5
OTHER BYESHK ITEM VARIES
POISONMAKING POISONMAKING SEE
PG 98 COMP ADVENTURER
DECIPHER SCRIPT (INT, TRAINING NEEDED)
THIS SKILL ALLOWS THE
CHARACTER TO INTERPRET AND UNDERSTAND MYSTICAL, INFERNAL, ANCIENT AND EVEN
PARTIAL WRITINGS. THE DM MAKES THE SKILL CHECK FOR YOU, IF YOU FAIL, THERE IS
THE POSSIBILITY OF DRAWING THE WRONG CONCLUSION AS TO THE CONTENTS OF THE TEXT.
YOU MAY USE THIS SKILL TO
CREATE A PRIVATE CIPHER. DECODING DC IS 10+YOUR SKILL RANKING.
IF YOU HAVE 5+ RANKS IN
DECIPHER SCRIPT YOU GAIN +2 TO THE USE MAGIC DEVICE CHECK IN RELATION TO
SCROLLS.
A CHARACTER WITH THE DILIGENT
FEAT GAINS A +2 BONUS.
SIMPLE, ARCHAIC, PARTIAL 20
BASIC TEXT UNKNOWN LANGUAGE 25
INTRICATE, EXOTIC, VERY OLD 30
DIPLOMACY (CHA, NO TRAINING)
YOU KNOW HOW THE RULES OF
THE WEALTHY AND ROYALTY WORK AND YOU ARE ABLE TO USE THEM TO YOUR ADVANTAGE. A
SUCCESSFUL SKILL CHECK WIL ALLOW YOU TO CONVINCE SOMEONE TO LET YOU GO IN A
TENSE SITUATION, OR ALLOW YOU ENTRY INTO THE COURT. THIS IS NOT A MAGIC ABILITY
SO IT ONLY WORKS SO FAR, AND FURTHER ATTEMPTS TEND TO ANGER THE TARGET. WHEN
THIS SKILL IS USED IN NEGOTIATIONS, THE CHARACTER AND THE TARGET ROLL OPPOSED
DIPLOMACY CHECKS TO SEE WHO GETS THE UPPER HAND.
YOU CAN USE THIS SKILL TO
HAGGLE AND MEDIATE IN DISAGREEMENTS.
A ½ ELF GAINS A +2 BONUS
FOR THIS SKILL.
5+ RANKS IN SENSE MOTIVE,
BLUFF OR KNOWLEDGE (ROYALTY/NOBILITY) GAINS YOU A +2 BONUS
IF THE CHARACTER HAS THE
NEGOTIATOR FEAT HE GAINS +2.
NEW ATTITUDE
INITIAL ATTITUDE HOSTILE UNFRIENDLY INDIFFERENT FRIENDLY HELPFUL
HOSTILE <20 20 25 35 50
UNFRIENDLY <5 5 15 25 40
INDIFFERENT - <1 1 15 30
FRIENDLY - - <1 1 20
HELPFUL - - - <1 1
DISABLE DEVICE: (INT, TRAINING NEEDED)
YOU CAN USE THIS SKILL TO
JAM A LOCK, RIG A WAGON WHEEL TO FALL OFF, OR DISABLE A TRAP (ONCE IT HAS BEEN
DETECTED). WHEN THIS SKILL IS USED, THE CHARACTER DOESN’T KNOW THE DC OF THE
ITEM HE IS ATTEMPTING TO DISARM OR RIG, HE SIMPLY ROLLS. HE THEN NEEDS TO
DECIDE IF HE FEELS HIS ATTEMPT WAS GOOD ENOUGH TO PROCEED. HE MAY RETRY IF HE
FEELS HE FAILED. ONLY ROGUES CAN DISABLE MAGICAL DEVICES. IF A ROGUE BEATS A
TRAP’S DC BY 10+ CAN STUDY THE TRAP AND BYPASS IT WITHOUT DISARMING IT.
YOU CAN TRY TO DO A QUICK
DISABLE (FULL ROUND ACTION) BY ADDING 20 TO THE TRAP’S DC.
ATTEMPTING TO DISABLE A
DEVICE WITHOUT A SET OF THIEF TOOLS INCURS A PENALTY OF –2.
MASTERWORK THIEF TOOLS
ADDS A BONUS OF +2
A CHARACTER WITH NIMBLE
FINGERS FEAT GAINS A +2 BONUS.
SIMPLE 1 RND 10 JAM
A LOCK
TRICKY 1d4 RND 15 RIG
A WAGON WHEEL
DIFFICULT 2d4 RNDS 20 DISARM
A TRAP, RESET A TRAP
WICKED 2d4 RNDS 25 DISARM
COMPLEX TRAP,CLEVERLY SABOTAGE COMPLEX DEVICE
MAGIC 1d4 RND 25+SPELL LVL TRAP WITH LIGHTNING BOLT TRIGGER
IF THE CHARACTER ATTEMPTS TO LEAVE NO TRACE ADD 5 TO DC.
DISGUISE: (CHA,
NO TRAINING)
USE OF THIS SKILL ALLOWS
YOU TO CHANGE YOURS OR ANOTHERS APPEARANCE. YOU CAN BE 10% TALLER, SHORTER,
THINNER, OR FATTER. THE DM ROLLS YOUR SKILL CHECK, AS YOU HAVE NO IDEA HOW WELL
THE DISGUISE WILL WORK UNTIL YOU TRY IT. CREATURES THAT MEET OR SEE THE
DISGUISED PC, GET A SPOT SKILL CHECK, ALSO ROLLED BY THE DM, TO SEE THROUGH THE
DISGUISE.
A DISGUISE KIT ADDS +2 TO
SKILL CHECK.
IF YOU HAVE 5+ RANKS IN
BLUFF YOU GET +2 IN DISGUISE.
MAGIC THAT ALTERS THE
RECIPIENT’S FORM ADDS +10 TO THE SKILL CHECK.
IF YOU HAVE THE DECEPTIVE
FEAT YOU GAIN A +2 BONUS.
MINOR DETAILS ONLY +5
DIFFERENT SEX -2
DIFFERENT RACE -2
DIFFERENT AGE -2
(PER AGE CATEGORY DIFFERENT)
DRAGONMARKED -10
IF YOU ARE ATTEMPTING TO IMPERSONATE SOMEONE, THE ANYONE
THAT KNOWS THAT PERSON, GETS A BONUS TO THEIR SPOT SKILL.
RECOGNIZES ON SIGHT +4
FRIENDS OR ASSOCIATES +6
CLOSE FRIENDS +8
INTIMATE +10
ESCAPE ARTIST: (DEX, NO TRAINING)
USE THIS SKILL TO SLIP
BONDS OR MANACLES, WRIGGLE THROUGH TIGHT SPACES, ELUDE CONSTRAINING OR
ENTANGLING SPELLS AND ESCAPE THE GRIP OF A MONSTER THAT ENSNARES YOU.
YOU CAN ATTEMPT A ‘QUICK
ESCAPE’ BY INCREASING THE DC BY 10.
A CHARACTER WITH 5+ RANKS
IN USE ROPE, GETS +2 ON THIS SKILL WHEN ESCAPING FROM ROPES.
IF YOU HAVE THE AGILE FEAT
YOU GAIN A +2 BONUS.
RESTRAINT DC
ROPES BINDERS USE ROPE CHECK AT +20
NET, MAGIC ENTANGLE 20
SNARE SPELL 23
MANACLES 30
TIGHT SPACE 30
MASTERWORK MANACLES 35
GRAPPLER GRAPPLER’S
GRAPPLE CHECK
FORGERY: (INT, NO TRAINING)
THIS SKILL COMES IN HANDY
TO RELEASE IMPRISONED FRIENDS AND SELL FAKE DOCUMENTS. THE FORGER MUST HAVE
APPROPRIATE WRITING MATERIALS, LIGHT, SEALING WAX AND TIME TO COMPLETE THIS
SKILL. IF THE ATTEMPTED DOCUMENT TYPE HAS BEEN SEEN BEFORE BY THE CHARACTER, HE
GAINS A +8 BONUS. IF THE PAPER NEEDS A SIGNATURE AND THE CHARACTER HAS SEEN IT
BEFORE HE GAINS +4. THE DM WILL MAKE THE SKILL CHECK FOR THE PLAYER, AS HE
DOESN’T KNOW HOW GOOD THE FORGERY IS UNTIL SOMEONE SEES IT. ANYONE LOOKING AT
THE DOCUMENT MAKES A FORGERY ROLL AGAINST THE FORGERS USING THE FOLLOWING
MODIFIERS:
THE DECEITFUL FEAT GAINS
YOU A +2 BONUS.
FORGED CREDENTIALS ADD A
+2 BONUS TO BLUFF, INTIMIDATE AND DIPLOMACY WHEN USING THEM.
CONDITION MOD
TYPE UNKNOWN TO READER -2
TYPE SOMEWHAT KNOWN TO
READER 0
TYPE WELL KNOWN TO READER +2
HANDWRITING NOT KNOWN -2
HANDWRITING SOMEWHAT KNOWN 0
HANDWRITING INTIMATELY
KNOWN +2
READER ONLY CASUALLY SCANS
DOCUMENT -2
FORGE ARCANE MARK -10
GATHER INFORMATION: (CHA, NO TRAINING)
USE THIS SKILL FOR MAKING
CONTACTS IN AN AREA, FINDING LOCAL GOSSIP, RUMOURMONGERING AND COLLECTING
GENERAL INFORMATION. A FEW DRINKS AND A NIGHT OUT, WITH A SKILL CHECK OF 10
WILL RESULT IN GENERAL INFORMATON. ANYTHING MORE SPECIFIC OR INTERESTING
REQUIRE MORE WORK.
½ ELVES GAIN +2 ON THIS
SKILL.
THE INVESTIGATOR FEATS
ADDS A +2 BONUS.
5+ RANKS IN KNOWLEDGE
(LOCAL) GAINS A +2 BONUS.
IMPORTANCE LEVEL DC EXAMPLE
GENERAL INFORMATION 10 LOCAL GOSSIP
DETAILED 15 WHERE IS THE RUINED TEMPLE OF …
SPECIFIC 25 TELL ME ABOUT THIS MAP / SWORD…
HANDLE ANIMAL: (CHA,
TRAINING NEEDED)
YOU WILL USE THIS SKILL TO
PUSH, TRAIN, TEACH AND REAR WILD OR DOMESTICATED ANIMALS. DEPENDING ON THE TASK
AND CREATURE TYPE, THE DC VARIES.
A CHARACTER WITH ANIMAL
AFFINITY FEAT GETS A +2 FOR THIS SKILL.
A CHARACTER WITH A 5+ RANK
IN HANDLE ANIMAL GETS +2 FOR RIDE SKILL
DRUIDS AND RANGERS GAIN A
+4 BONUS.
TASK DC
HANDLE ANIMAL 10
PUSH AN ANIMAL 25
TEACH AN ANIMAL A TRICK 15 OR 20
TRAIN AN ANIMAL FOR
GENERAL PURPOSE 15 OR 20
REAR A WILD ANIMAL 15+HD CREATURE
GENERAL PURPOSE DC GENERAL PURPOSE DC
COMBAT RIDING 20 HUNTING 20
FIGHTING 20 PERFORMANCE 15
GUARDING 20 RIDING 15
HEAVY LABOR 15 ADVANCED FIGHTING 20
DEFENSIVE GUARDING 20 THIEVERY 20
RESCUE 15 HELPMATE 20
HERDING 20
FAILURE IN DEALING WITH
WILD ANIMALS, RESULTS IN THE FAILURE OF ALL FUTURE ATTEMPTS.
ANIMAL TRICKS DC
AMBUSH 20
ASSIST ATTACK 20
ASSIST DEFEND 20
ASSIST TRACK 20
ATTACK 20
BULL RUSH 20
COME 15
DEFEND 20
DISARM 20
DOWN 15
FETCH 15
GUARD 20
HEEL 15
HOLD 20
HOME 20
HUNT 15
MARK 20
OVERRUN 20
PERFORM 15
SEEK 15
STALK 20
STAY 15
SUBDUE 20
TRACK 20
WARN 20
WORK 15
HEAL: (WIS, NO TRAINING)
YOU SIMPLY SEEM TO
UNDERSTAND THE WAY A BODY WORKS INSTINCTIVELY AND HOW TO REPAIR IT WHEN IT IS
BROKEN. IN THE CASE OF POISONED OR DISEASED CREATURES UNDER THE CARE OF A
HEALER, ANY SAVING THROWS (AFTER THE INITIAL FAILURE) ARE REPLACED BY THE
HEALERS SKILL ROLL IF IT IS HIGHER THAN WHAT THE CHARACTER ROLLED.
IF YOU HAVE 5+ RANKS IN
PROFESSION (HERBALIST) YOU GAIN +2 FOR THIS SKILL CHECK.
THE SELF SUFFICIENT FEATS
GAINS A +2 BONUS.
A HEALERS KIT ADDS A +2
BONUS.
TASK DC DURATION OF CARE
FIRST AID 15 TEMPORARY,
STOPS BLEEDING AND HP LOSS, NO HEALING
LONG TERM CARE 15 1
OR MORE DAYS, HEAL AT 2X SPEED, 3X IF COMPLETE REST
TREAT CALTROP WOUND 15 SUCCESSFUL ROLL ALLOWS FOR FULL
MOVEMENT
TREAT POISON POISON’S
DC UNTIL POISON IS PURGED
TREAT DISEASE DISEASES
DC UNTIL PURGED
YOU CAN USE THE HEAL SKILL
TO DETERMINE WHAT KILLED A CREATURE:
CAUSE OF DEATH DC
PHYSICAL WOUNDS 0
ENVIRONMENTAL 5
SPELL WITH VISIBLE EFFECTS 10
POISON 15
SPELLS WITH NO VISIBLE
EFFECTS 20
HIDE: (DEX, NO TRAINING)
USE THIS SKILL TO SINK
INTO THE SHADOWS OR DISAPPEAR INTO A CROWD. ANY CREATURE NEAR YOU ROLLS THEIR
SPOT SKILL CHECK AGAINST YOUR HIDE. YOU CAN HIDE AND MOVE AT ½ AT NO PENALTY,
NORMAL SPEED INVOKES A –5 PENALTY AND RUNNING INVOKES A –20 PENALTY. THE
CREATURES SIZE ADDS EITHER A BONUS OR A PENALTY.
SIZE BONUS SIZE BONUS
FINE +16 LARGE -4
DIMINUTIVE +12 HUGE -8
TINY +8 GARGANTUAN -12
SMALL +4 COLOSSAL -16
IF YOU ARE OBSERVED YOU
CANNOT HIDE, HOWEVER IF YOU HAVE THE BLUFF SKILL, A SUCCESSFUL BLUFF WILL ALLOW
YOU TO HIDE NORMALLY, HOWEVER THE HIDING SPOTT MUST BE WITHIN 1’/HIDE RANK FOR
IT TO SUCCEED.
SNIPING: IF YOU HAVE ALREADY HIDDEN AT LEAST 10’ FROM YOUR
TARGET, YOU CAN MAKE ONE RANGED ATTACK AND HIDE AGAINYOU TAKE A –20 PPENALTY TO
CONCEAL YOURSELF AFTER THE SHOT.
MOVE BETWEEN COVER: IF YOU ARE ALREADY HIDDEN (COVER, CONCEALMENT) AND
YOU HAVE 5+ RANKS IN HIDE, YOU CAN USE A HIDE CHECK TO MOVE FROM COVER TO
COVER. FOR EVERY 5 RANKS, YOU CAN MOVE 5’ BETWEEN COVER, FOR EVERY 5’ OF OPEN
SPACE YOU TAKE A –5 PENALTY.
TAIL SOMEONE: YOU MUST STAY AT LEAST 60’ AWAY AND MAKE A HIDE
CHECK EVERY 10 MINUTES WITH THESE MODIFIERS:
YOUR QUARRY DC MODIFIER
IS SURE HE IS NOT BEING
FOLLOWED -5
HAS NO REASON TO THINK HE
IS BEING FOLLOWED 0
IS WORRIED ABOUT BEING
FOLLOWED +10
IS WORRIED ABOUT BEING
FOLLOWED AND KNOWS YOU ARE AN ENEMY +20
IF YOU ARE INVISIBLE YOU
GAIN A +40 BONUS.
IF YOU ARE IMMOBILE YOU
GAIN A +20 ON HIDE CHECKS
IF YOU HAVE THE STEALTHY
FEAT YOU GAIN A +2 BONUS.
INTIMIDATE: (CHA,
NO TRAINING)
USE THIS SKILL TO BACK A
BULLY DOWN OR FORCE INFORMATION FROM A PRISONER. INTIMIDATION INCLUDES BODY
LANGUAGE AND VERBAL THREATS.
INTIMIDATION DC IS BASED
ON 1d20 + TARGETS LEVEL (HD) + TARGET WISDOM MODIFIER + BONUSES AGAINST FEAR
YOU CAN INTIMIDATE AN
OPPONENT BEFORE BATTLE, IF YOU DO SO, HE TAKES A –2 PENALTY TO HIT FOR THE
MELEE..
IF YOU HAVE 5+ RANKS IN
BLUFF YOU GAIN +2 FOR THIS SKILL.
THOSE IMMUNE TO FEAR
CANNOT BE INTIMIDATED.
GAIN OR LOSE +4 FOR EACH
SIZE CATEGORY YOU ARE LARGER OR SMALLER THAN YOUR TARGET.
THE PERSUASIVE FEAT ADDS A
+2 BONUS.
JUMP: (STR, NO TRAINING)
YOU WERE AN ACTIVE CHILD
AND PERFECTED THE ART OF JUMPING. THE JUMP ABILITY IS BASED OFF A RUNNING START
OF 20’. IF YOU ARE GOING SLOWER THAN 30’/RND YOU TAKE A –6 PENALTY FOR EACH
10’/RND YOU ARE SLOWER. IF YOU MOVE FASTER, YOU GAIN +4 FOR EACH 10’/RND YOU
ARE FASTER.
JUMPING DOWN: IF YOU INTENTIONALLY JUMP DOWN YOU TAKE LESS DAMAGE
THAN FROM FALLING. THE DC TO JUMP DOWN FROM A HEIGHT IS 15, IF YOU SUCCEEED,
YOU TAKE DAMAGE AS IF YOU FELL 10’ LESS.
IF YOU HAVE 5+ RANKS IN
TUMBLE YOU GAIN +2 TO THIS SKILL CHECK.
IF YOU HAVE THE RUN FEAT
ADD A +4 BONUS
IF YOU HAVE THE ACROBATIC
FEAT ADD +2.
TYPE OF JUMP DC
RUNNING JUMP (SPEED 30’) 1
POINT PER FOOT
STANDING JUMP 2 POINTS PER FOOT
RUNNING HIGH JUMP 4
POINTS PER FOOT
STANDING HIGH JUMP 8
POINTS PER FOOT
HOP UP (WAIST HEIGHT) 10
CREATURE SIZE VERTICAL REACH
COLOSSAL 128’
GARGANTUAN 64’
HUGE 32’
LARGE 16’
MEDIUM 8’
SMALL 4’
TINY 2’
DIMINUTIVE 1’
FINE ½’
KNOWLEDGE: (INT,
TRAINING NEEDED)
LIKE THE CRAFT AND
PROFESSION SKILLS, KNOWLEDGE ENCOMPASSES MANY DIVERSE SKILLS. KNOWLEDGE
ACTUALLY REPRESENT A STUDY OF SOME BODY OF LORE, POSSIBLY ACADEMIC OR EVEN
SCIENTIFIC. THE FOLLOWING ARE TYPICAL FIELDS OF STUDY:
ARCANA: ANCIENT MYSTERIES,
MAGIC TRADITIONS, ARCANE SYMBOLS, CRYPTIC PHRASES.
ARCHITECTURE AND
ENGINEERING: BUILDINGS, AQUADUCTS, BRIDGES, FORTIFICATIONS.
DUNGEONEERING: ABERRATION,
CAVERNS, OOZES, SPELUNKING
GEOGRAPHY: LANDS,
TERRAINS, CLIMATE, PEOPLES, CUSTOMS.
HISTORY: ROYALTY, WARS,
COLONIES, MIGRATIONS, FOUNDING OF CITIES.
LOCAL: LEGENDS,
PERSONALITIES, INHABITANTS, LAWS, TRADITIONS.
NATURE: PLANTS, ANIMALS,
SEASONS, CYCLES, WEATHER.
NOBILITY AND
ROYALTY:LINEAGES, HERALDRY, CUSTOMS, FAMILY TREES, MOTTOS, PERSONALITIES, LAWS.
THE INNER AND OUTER PLANES:
GEOGRAPHY OF THE PLANES, INHABITANTS, RELATED MAGIC.
RELIGION: GODS AND
GODDESSES, MYTHIC HISTORY, ECCLESIASTIC TRADITIONS, HOLY SYMBOLS.
PSIONICS: ANCIENT
MYSTERIES, PSIONIC: ABILITIES, TRADITIONS, RACES AND SYMBOLS, ASTRAL
CONSTRUCTS, CRYPTIC PHRASES.
THERE CAN BE OTHERS, THE
DM HAS FINAL SAY IF THE CHARACTER CAN HAVE IT. THERE ARE NO RETRIES IN THIS
SKILL, YOU EITHER KNOW IT OR YOU DON’T.
TYPICALLY THIS SKILL IS
USED TO IDENTIFY MONSTERS AND THEIR SPECIAL POWERS AND VULNERABILITIES.
IF YOU HAVE 5+ RANKS IN
SURVIVAL YOU GAIN +2 FOR KNOWLEDGE (NATURE)
IF YOU HAVE 5+ RANKS IN
KNOWLEDGE (PSIONICS) YOU GAIN A +2 BONUS TO PSICRAFT
IF YOU HAVE 5+ RANKS IN
AUTOHYPNOSIS YOU GAIN A +2 BONUS TO KNOWLEDGE (PSIONOCS)
TYPE DC
ID MONSTER 10 + MONSTER HD
EASY FACT 10
BASIC FACT 15
REALLY TOUGH FACTS 20-30
LISTEN: (WIS, NO TRAINING)
USE THIS SKILL TO HEAR
APPROACHING ENEMIES, DETECT SOMEONE SNEAKING UP ON YOU, OR EAVESDROPPING ON A
CONVERSATION. THE DC DEPENDS ON THE LEVEL OF QUIET AROUND THE NOISE. IF A CREATURE
IS ATTEMPTING TO SNEAK OR NOT BE HEARD, THIS SKILL IS ROLLED AGAINST THEIR MOVE
SILENTLY.
A CHARACTER WITH 5+ RANKS
IN ALERTNESS GAINS +2 FOR THIS SKILL CHECK.
A FASCINATED CREATURE
SUFFERS A –4 PENALTY
ELVES GAIN +2 ON THIS
SKILL.
½ ELVES GAIN +1 ON THIS
SKILL
IF A CHARACTER IS ASLEEP,
THEY MAY MAKE A LISTEN CHECK AT A –10 PENALTY TO SEE IF THE NOISE WOKE THEM UP.
SOUND DC
BATTLE -10
PEOPLE TALKING 0
CREATURE, MED ARMOR,
SNEAKING 5
UNARMORED, SNEAKING 10
WHISPERING 15
HUNTING ANIMAL 20
PER 10’ FROM LISTENER +1
LISTENER DISTRACTED +5
THROUGH A DOOR +5
THROUGH STONE WALL +15
MOVE SILENTLY: (DEX,
NO TRAINING, ALL CLASSES)
USE THIS SKILL TO SNEAK UP
ON SOMEONE OR SLINK AWAY UNNOTICED. THIS SKILL IS ROLLED AGAINST WHOEVER YOU
ARE AVOIDINGS LISTEN SKILL. IF YOU MOVE MORE THAN ½ SPEED, YOU GAIN A –5
PENALTY, IF YOU TRY TO RUN YOU INVOKE A –20 PENALTY.
OWNERS OF CAT FAMILIARS
GAIN +3 FOR THIS SKILL.
THE STEALTHY FEAT ADDS A
+2 BONUS FOR THIS SKILL
SURFACE MODIFIER
SCREE, UNDERGROWTH, BOG,
RUBBLE -2
DENSE UNDERGROWTH, HEAVY
SNOW -5
OPEN LOCK: (DEX,
TRAINING REQUIRED)
YOU CAN OPEN LOCKS OF ALL
SORTS, THE EFFORT ONLY REQUIRES A TOOL OF THE CORRECT TYPE.
YOU CAN ATTEMPT A ‘QUICK
UNLOCK’ BY ADDING 20 TO THE DC.
USING A MASTERWORK THIEVES
KIT ADDS A +2 BONUS
IMPROVISED TOOLS INCUR A
–2 PENALTY
THE NIMBLE FINGERS FEAT
ADDS +2 TO THIS SKILL
LOCK TYPE DC
VERY SIMPLE 20
AVERAGE 25
GOOD 30
AMAZING 40
PERFORM: (CHA, NO TRAINING)
YOU ARE SKILLED IN SEVERAL
TYPES OF ARTISTIC EXPRESSION AND KNOW HOW TO PUT ON A SHOW. SKILLS CAN INCLUDE
ACTING, SINGING, MUSICAL INTRUMENTS, COMEDY. EACH DIFFERENT ABILITY NEEDS A
SKILL RANK BEFORE YOU CAN DO IT.
THE FOLLOWING ARE THE
PERFORM CATEGORIES AND SAMPLES OF THE PERFORMANCES:
ACT: COMEDY, DRAMA, MIME
COMEDY: BUFFOONERY,
LIMERICKS, JOKE TELLING
DANCE: BALLET, WALTZ, JIG,
FREESTYLE
KEYBOARD INSTRUMENTS:
HARPSICORD, PIANO, PIPE ORGAN
ORATORY: EPICS, ODES,
STORYTELLING
PERCUSSION INSTRUMENT:
BELLS, CHIMES, DRUM, GONG
STRING INSTRUMENT: FIDDLE,
HARP, LUTE, MANDOLIN
WIND INSTRUMENTS: FLUTE,
PAN PIPES, RECORDER, TRUMPET
SING: BALLAD, CHANT,
MELODY
IN ADDITION YOU CAN
ENTERTAIN PEOPLE WITH SLEIGHT OF HAND, TUMBLING, TIGHTROPE, AND SPELLS
(ILLUSIONS USUALLY)
MASTERWORK MUSIC
INSTRUMENTS GIVE A +2 BONUS.
PERFORMANCE DC
ROUTINE PERFORMANCE TO
EARN MONEY, YOU EARN 1d10 CPS/DAY 10
ENJOYABLE PERFORMANCE IN
CITY, EARN 1d10 SPS/DAY 15
GREAT PERFORMANCE IN CITY,
EARN 3d10 SPS/DAY 20
MEMORABLE PERFORMANCE IN
CITY EARN 1d6 GPS/DAY, MAY GAIN PATRONS 25
EXTRAORDINARY PERFORMANCE,
IN CITY EARN 3d6 GPS/DAY, MAY GAIN GODS ATTENTION 30
PROFESSION: (WIS,
TRAINING NEEDED)
YOU ARE TRAINED IN A
LIVELIHOOD OR A PROFESSIONAL ROLE, LIKE CRAFT PROFESSION IS ACTUALLY A NUMBER
OF DIFFERENTSKILLS UNDER ONE HEADING. WHILE CRAFT REPRESENTS SKILL IN CREATING
OR MAKING AN ITEM, PROFESSION, REPRESENTS AN APTITUDE IN A VOCATION REQUIRING A
BROADER RANGE OF LESS SPECIFIC KNOWLEDGE. A GOOD ANALOGY: CRAFT REPRESENTS THE
MANUFACTURING SECTOR, PROFESSION REPRESENTS THE SERVICE SECTOR. ANY SKILL
CHECKS ARE SET BY THE DM.
PSICRAFT (INT, TRAINED ONLY)
USE THIS SKILL TO ID
POWERS AS THEY MANIFEST OR POWERS ALREADY IN PLACE
ID A POWER MANIFESTING 15+ POWER LEVEL
DETERMINE DISCIPLINE
INVOLVED 15 + POWER LEVEL
ID POWER STONE 15 + POWER LEVEL
ID POWER IN USE 20 + POWER LEVEL
ID CREATED PSIONIC
MATERIALS 20 + POWER LEVEL
MAKE SV, ID POWER 25
+ POWER LEVEL
ID PSYCHIC TATTOO 25
DIAGRAM TO ENHANCE POWER 20
UNDERSTAND STRANGE OR
UNIQUE POWER 30+
RIDE: (DEX, NO TRAINING)
EACH RANK YOU ATTAIN IN
THIS SKILL ALLOWS YOU TO RIDE DIFFERENT TYPES OF CREATURES. IF YOU CHOOSE
RIDING LIZARD, YOU CAN RIDE ALL TYPES OF RIDING LIZARD. IF YOU CHOOSE PEGASUS,
YOU CAN RIDE MEDIUM SIZED FLYING MOUNTS. ONCE YOU HAVE THE RIDE SKILL YOU HAVE
THE ABILITY TO RIDE ALMOST ANYTHING BUT IF YOU ARE NOT RANKED IN IT, YOU INVOKE
A –2 PENALTY.
IF YOU HAVE A MILITARY
SADDLE YOU GAIN +2
IF YOU HAVE ANIMAL
AFFINITY FEAT, YOU GAIN +2 (WHEN DEALING WITH ANIMALS)
IF YOU ARE RIDING
BAREBACK, YOU INVOKE A –5 PENALTY.
IF YOU HAVE 5+ RANKS IN
HANDLE ANIMAL YOU GAIN +2
RIDING TASK DC
GUIDE WITH KNEES 5
STAY IN SADDLE 5
FIGHT USING WAR TRAINED
CREATURE 10
TAKE COVER IN SADDLE 15
SOFT FALL 15
LEAP OBSTACLES 15
SPUR MOUNT 15
FIGHT USING NON WAR
TRAINED CREATURE 20
FAST MOUNT OR DISMOUNT (NO
HEAVY ARMOR) 20
SEARCH: (INT, NO TRAINING)
YOU HAVE THE KNACK OF
LOCATING SECRET DOORS, SIMPLE TRAPS, HIDDEN COMARTMENTS AND OTHER DETAILS NOT
READILY APPARENT. THE SPOT SKILL LETS YOU NOTICE A HIDDEN ROGUE, THE SEARCH
SKILL ALLOWS A CHARACTER TO DISERN IRREGULARITIES AND SMALL DETAILS THROUGH
OBSERVATION. SEARCH DOES NOT ALLOW YOU TO FIND COMPLEX TRAPS. A CHARACTER THAT
HAS THIS SKILL CAN USE IT TO FIND TRACKS IF THE DC IS 10 OR LESS. ROGUES HAVE
SPECIAL ALLOWANCES IN THIS SKILL, ONLY THEY CAN DETECT TRAPS OF DC20 OR
HIGHER..
IF YOU HAVE 5+ RANKS IN
KNOWLEDGE (ARCHITECTURE) YOU GAIN +2 FOR SECRET DOORS AND HIDDEN COMPARTMENTS
ELVES GAIN A +2 BONUS (IF
THEY PASS WITHIN 5’ OF A SECRET DOOR THEY AUTOMATICALLY ROLL)
½ ELVES GAIN A +1 BONUS
THE INVESTIGATOR FEAT
GIVES A +2 BONUS
DWARVES GAIN +2 FOR TRAPS
AND DOORS MADE OF STONE
TASK DC
RANSACK CHEST FULL OF JUNK
FOR CERTAIN ITEM 10
NOTICE TYPICAL SECRET DOOR
OR SIMPLE TRAP 20
NOTICE WELL HIDDEN SECRET
DOOR 30
FIND DIFFICULT NON MAGIC
TRAP (ROGUE ONLY) 21+
FIND MAGIC TRAP (ROGUE
ONLY) 25
+ SPELL LEVEL
FIND FOOTPRINT VARIES
SENSE MOTIVE: (WIS,
NO TRAINING)
USE THIS SKILL TO TELL
WHEN SOMEONE IS BLUFFING OR LYING, DECIPHER SECRET MESSAGES IN SPEECH, AND
DETECT IS SOMEONE IS MAGICALLY INFLUENCED.. A SUCCESSFUL CHECK ALLOWS YOU TO
SEE THROUGH THE BLUFF. USING THIS SKILL ALLOWS YOU TO NOTICE IF CREATURES ARE
ENCHANTED OR THERE IS A SECRET PLAN OR CONSPIRACY IN ACTION.
YPU CAN USE THIS SKILL TO
ASSESS THE CHALLENGE AN OPPONENT IS GIVING YOU. YOU ROLL SENSE MOTIVE VS THEIR
BLUFF. A SUCCESSFUL CHECK MEANS YOU KNOW THEIR CHALLENGE RATING AS IT RELATES
TO YOU. THE COMBAT INTUITION FEAT GRANTS A +4 BONUS FOR THIS USE.
THE NEGOTIATOR FEAT ADDS
+2
SENSE MOTIVE TASK DC
HUNCH 20
SENSE ENCHANTMENT 25
TO 15
DISCERN SECRET MESSAGE VARIES
SLEIGHT OF HAND: (DEX,
TRAINING REQUIRED)
YOU CAN CUT A PURSE AND
HIDE IT ON YOUR PERSON, PALM AN UNATTENDED ITEM, HIDE A LIGHT WEAPON IN YOUR
CLOTHING, ETC. SLEIGHT OF HAND CHECKS GO AGAINST THE OBSERVERS SPOT CHECK, OR
SEARCH CHECK IF THEY ARE FRISKING YOU. SLEIGHT OF HAND CAN BE USED TO ENTERTAIN
A CROWD IN PLACE OF PERFORM.
DEFT HANDS FEAT ADDS A +2
BONUS
5+ RANKS IN BLUFF GRANTS A
+2 BONUS TO SLEIGHT OF HAND
ACTION DC
PALM ITEM 10
STREET MAGIC 10
BEING FRISKED -4
PICK POCKET / CUT PURSE 20
SPEAK LANGUAGE: (NONE,
TRAINING REQUIRED)
THIS DOESN’T WORK LIKE
OTHER SKILLS, YOU START WITH 2 LANGUAGES, RACIAL AND COMMON. YOU CAN THEN LEARN
UP TO YOUR INTELLIGENCE MODIFIER MORE LANGUAGES IF YOU STUDY THEM. YOU ‘LEARN’
A LANGUAGE BY SPENDING A SKILL POINT IN IT. THERE ARE NO RANKS IN THIS SKILL.
ALL LITERATE CREATURES CAN READ AND WRITE IN THE LANGUAGE THAT THEY SPEAK.
BARBARIANS MUST SPEND 2 SKILL POINTS TO READ AND WRITE ALL LANGUAGES THEY
SPEAK. COMMON LANGUAGES ARE LISTED ON PAGE 46-47.
SPELLCRAFT: (INT,
TRAINING NEEDED)
USE THIS SKILL TO IDENTIFY
SPELLS AS THEY ARE CAST OR ALREADY IN PLACE.
IF YOU HAVE 5+ RANKS IN
USE MAGIC DEVICE, YOU GAIN A +2 BONUS ON SCROLLS.
IF YOU HAVE 5+ RANKS IN
KNOWLEDGE (ARCANA) GAIN +2
MAGICAL APTITUDE FEAT ADDS
+2
TASK DC
WHILE USING READ MAGIC, ID
A GLYPH OF WARDING 13
ID A SPELL BEING CAST, YOU
NEED TO BE ABLE TO SEE SOMATIC AND MATERIAL COMPONENTS 15+SPELL
LVL
LEARN A SPELL FROM A
SPELLBOOK OR SCROLL (SPELLCASTER ONLY) 15+SPELL
LVL
PREPARE A SPELL FROM A
BORROWED SPELL BOOK (1 TRY PER DAY) 15+SPELL
LVL
DETERMINE THE SCHOOL OF
MAGIC WITH DETECT MAGIC 15+SPELL LVL
WHILE USING READ MAGIC, ID
A SYMBOL 19
ID A SPELL THAT’S ALREADY
IN PLACE, THERE MUST BE VISIBLE, MATERIAL OR AURAL EVIDENCE 20+SPELL LVL
ID MATERIALS CREATED OR
SHAPED BY MAGIC, IE: IRON WALL IS RESULT OF SPELL 20+SPELL LVL
DECIPHER A WRITTEN SPELL
(ON SCROLL) WITHOUT READ MAGIC 20+SPELL
LVL
AFTER ROLLING A SAVE
AGAINST SPELL CAST AT YOU, ID SPELL 25+SPELL LVL
ID A POTION 25
UNDERSTAND EFFECT OF WILD
SURGE OR MAGIC STREAM 30+
ABERRANT DRAGONMARK 18
LEAST DRAGONMARK 15
LESSER DRAGONMARK 20
GREATER DRAGONMARK 25
SIBERYS DRAGONMARK 30
Identify
basic property of magic item 50+caster
lvl
Identify
all properties of magic item 70 + Caster lvl
Quick
identification of alchemical substances and potions 50
SPOT: (WIS, NO TRAINING)
USE THIS SKILL TO NOTICE
ROGUES LYING IN WAIT, BANDITS IN THE SHADOWS OR GIANT CENTIPEDES IN THE TRASH
HEAP. TYPICALLY SPOT IS ROLLED AGAINST ANOTHER CREATURES HIDE CHECK. SPOT CAN
BE USED TO SEE THROUGH DISGUISES, READ LIPS, AND MANY OTHER ACTIONS.
THE ALERTNESS FEAT ADDS A
+2 BONUS.
A FASCINATED CREATURE
SUFFERS A –4 PENALTY
ELVES GAIN +2
½ ELVES GAIN +1
MASTERS OF A HAWK / OWL
FAMILIAR GAIN +3 IN DAYLIGHT / NIGHTTIME CHECKS
CONDITION PENALTY
INVISIBLE CREATURE 20+
PER 10’ FROM CHARACTER -1
SPOTTER DISTRACTED -5
SURVIVAL: (WIS, NO TRAINING)
USE THIS SKILL TO FOLLOW
TRACKS, HUNT GAME, GUIDE A PARTY SAFELY, IDENTIFY SIGNS OF CERTAIN BEASTS,
PREDICT WEATHER, AVOID QUICKSAND AND OTHER NATURAL PITFALLS. YOU KNOW HOW TO
KEEP YOURSELF AND OTHERS SAFE AND FED IN THE OUTDOORS.
IF YOU ARE MOVING THROUGH
POOR CONDITIONS OR DIFFICULT TERRAIN YOU CAN USE THIS SKILL TO INCREASE YOUR
PATIES SPEED:
15-24: SPEED INCREASED BY
¼
25+: SPEED INCREASED BY ½
(YU CANNOT MOVE FASTER
THAN YOUR BASE MOVE)
ONLY RANGERS CAN TRACK IF
THE DC IS HIGHER THAN 10.
5+ RANKS IN SURVIVAL
IMBUES YOU WITH THE ABILITY TO DISCERN TRUE NORTH.
SELF SUFFICIENT FEAT ADD
+2
5+ RANKS IN SEARCH ADDS +2
5+ RANKS IN ANY KNOWLEDGE
SPHERE ADDS +2 TO CHECKS ASSOCIATED WITH THEM.
CONDITION DC
GET ALONG, MOVE ½ SPEED
WHILE HUNTING/FORAGING. FEED/WATER 1 PERSON PER POINT OVER 10 ROLLED 10
+2 TO FORT VS SEVERE
WEATHER ½ SPEED, +4 IF STATIONARY. GIVE ABILITY TO 1 PERSON/POINT OVER 15
ROLLED 15
AVOID GETTING LOST, AVOID
NATURAL HAZARDS 15
PREDICT WEATHER 24 HOURS
IN ADVANCE, EACH 5 POINTS OVER 15 ADD ADDITIONAL DAY 15
FOLLOW TRACKS VARIES
TRAIL SIGNS:
SIMPLE MESSAGE 10
COMPLEX MESSAGE 15
FINDING TRAIL SIGNS 10
TRAIL SIGN MODIFIERS:
EVERY 24 HOURS SINCE SIGN
WAS MADE +1
EVERY HOUR OF RAIN SINCE
SIGN WAS MADE +1
FRESH SNOW SINCE SIGN WERE
MADE +10
POOR VISIBILITY:
OVERCAST OR MOONLIT NIGHT +6
MOONLIGHT +3
FOG OR PRECIPITATION +3
SWIM: (STR, NO TRAINING)
USING THIS SKILL LAND
BASED CREATURES CAN SWIM, DIVE, NAVIGATE UNDERWATER OBSTACLES, ETC. YOU MAKE A
CHECK EACH ROUND YOU ARE IN THE WATER. A SUCCESSFUL CHECK ALLOWS YOU TO MOVE ¼
SPEED AS A MOVE EQUIVALENT ACTION OR ½ YOUR SPEED AS A FULL RND ACTION. IF YOU
FAIL BY 5 OR MORE YOU BEGIN TO PANIC AND WILL DROWN IF YOU FAIL THE NEXT ROLL
AND NO-ONE HELPS YOU. YOU CAN HOLD YOUR BREATH FOR A NUMBER OF ROUNDS EQUAL TO
YOUR CONSTITUTION, IF YOU DO NOTHING BESIDES MOVE OR FREE ACTIONS. ANY ATTACK
OR STANDARD ACTION RESULTS IN THE LOSS OF ONE ROUND. AFTER CONSTITUTION ROUNDS
IS UP YOU MUST MAKE A DC CHECK OF 10, AND ADD 1 FOR EACH SUCCESSIVE ROUND, IF
YOU FAIL YOU BEGIN TO DROWN. EACH HOUR YOU SWIM, YOU MAKE A DC20 SWIM CHECH OR
TAKE 1d6 NON LETHAL DAMAGE FROM FATIGUE. SWIMMING IN ARMOR DOUBLES THE PENALTY
FOR THAT ARMOR.
IF YOU TAKE A –10 PENALTY
YOU CAN INCREASE YOUR SPEED TO YOUR NORMAL MOVEMENT.
THE ATHLETIC FEAT ADDS +2
THE ENDURANCE FEAT GIVES A
+4 ON THE CHECK AGAINST FATIGUE DAMAGE
WATER DC
CALM 10
ROUGH 15
STORMY 20
TUMBLE: (DEX, TRAINING NEEDED)
YOU CAN DIVE, ROLL,
SOMERSAULT, FLIP AND SO ON. YOU CAN’T USE THIS SKILL IF YOU HAVE BULKY ARMOR
ON. YOU CAN LAND SOFTLY WHEN YOU FALL OR TUMBLE PAST AN AUDIENCE, YOU CAN ALSO
ENTERTAIN AUDIENCES. YOU CAN INCUR A –10 PENALTY TO GO THROUGH ENEMIES AT
NORMAL SPEED.5+ RANKS IN TUMBLE GIVES A +3 BONUS TO FIGHTING DEFENSIVELY AND +6
TO TOTAL DEFENCE.
FREE STAND: WITH A DC 35 TUMBLE CHECK, YOU CAN STAND UP FROM A
PRONE POSITION AS A FREE ACTION.
IGNORE FALL DAMAGE: FOR EVERY 15 POINTS OF YOUR TUMBLE CHECK RESULT, YOU
CAN TREAT THE FALL AS IF IT WERE 10’ SHORTER.
SPRINTING TUMBLE: YOU CAN TUMBLE PAST OR THROUGH AN OPPONENTS SQUARE
WHILE RUNNING BY ACCEPTING A –20 PENALTY.
THE ACROBATIC FEAT GIVES A
+2 BONUS
IF YOU HAVE 5+ RANKS IN
JUMP YOU GAIN +2
IF YOU HAVE 5+ RANKS IN
TUMBLE YOU GAIN +2 IN BALANCE.
TASK DC
TREAT A FALL IS IF IT WERE
10’ SHORTER FOR DAMAGE 15
TUMBLE AT ½ SPEED,
AVOIDING ATTACKS OF OPPORTUNITY (EACH ADDITIONAL ENEMY+2) 15
TUMBLE AT ½ SPEED, AS
ABOVE, IN ENEMY RANGE 25
LIGHT GRAVEL, BOG, SCREE,
UNDERGROWTH +2
CAVERN FLOOR, DENSE
RUBBLE, DENSE UNDERGROWTH +5
WET FLOOR +2
ICY FLOOR +5
SLOPED OR ANGLED +2
USE MAGIC DEVICE: (CHA,
TRAINING NEEDED)
THIS SKILL ALLOWS YOU TO
ACTIVE MAGIC DEVICES IN CLUDING SCROLLS, THAT YOU OTHERWISE WOULDN’T BE ABLE TO
USE. IF YOU ARE USING A DEVICE OR SCROLL THAT HAS LEVEL RESTRICTION, YOUR SPELL
LEVEL IS YOUR ROLL – 20. IF THE RESULT IS HIGHER THAN THE RESTRICTION, IT WILL
WORK. IF YOU FAIL YOUR ROLL BY 10+ THE DEVICE OR SCROLL WILL MIS-FIRE.
YOU GAIN +2 IF YOU HAVE
ACTIVATED THE DEVICE BEFORE.
MAGIC APTITUDE ADDS A +2
BONUS
IF YOU HAVE 5+ RANKS IN
DECHIPHER SCRIPT YOU GAIN+2 WHEN DEALING WITH SCROLLS.
IF YOU HAVE +5 RANKS IN
SPELLCRAFT YOU GAIN +2.
TASK DC
DECIPHER A WRITTEN SPELL 25+SPELL
LVL
USE A SCROLL 20+CASTER LEVEL
USE A WAND 20
EMULATE A CLASS FEATURE 20
EMULATE ABILITY SCORES CHECK
ROLL –15=ABILITY SCORE EMULATED
EMULATE RACE 25
EMULATE ALIGNMENT 30
ACTIVATE BLINDLY 25
USE PSIONIC DEVICE (CHA,
TRAINED ONLY)
USE THIS SKILL TO ACTIVATE
PSIONIC DEVICES, INCLUDING POWER STONES AND DORJES.
TASK DC
ACTIVATE BLINDLY 25
ADDRESS A POWER STONE 25
+ POWER LEVEL
EMULATE AN ABILITY SCORE ABILITY
CHECK, SCORE IS CHECK – 15, IF YOU HAVE HIGH ENOUGH SCORE DON’T ROLL
EMULATE AN ALIGNMENT 30
EMULATE A CLASS FEATURE 20
EMULATE A RACE 25
USE A DORJE 20
USE A POWER STONE 20 + MANIFESTER LEVEL
USE ROPE: (DEX,
NO TRAINING, ALL CLASSES)
WITH THIS SKILL, YOU CAN
MAKE FIRM KNOTS, UNTIE TRICKY KNOTS AND BIND PRISONERS. THIS SKILL IS USUALLY
ROLLED AGAINST ANOTHER CREATURES ESCAPE ARTIST CHECK. WHEN USING A GRAPLING
HOOK, IT IS DC10 +2 FOR EVERY 10’ OF ROPE. A FAILURE BY4 OR LESS RESULTS IN THE
GRAPPLE MISSING. FAILURE OF 5 OR GREATER MEANS THE GRAPPLE HELD BUT WILL WORK
LOOSE IN 1d4 ROUNDS
DEFT HANDS FEAT ADDS +2
BONUS
A SILK ROPE ADDS +2
GAIN +10 TO ROLLS AGAINST
ESCAPE ARTIST WHEN OPPONENT IS TIED UP AND TRYING TO ESCAPE.
IF YOU HAVE 5+ RANKS IN
ESCAPE ARTIST YOU GET +2 ON THIS SKILL. TO BIND SOMEONE
TASK DC
TIE A FIRM KNOT 10
SECURE A GRAPPLING HOOK 10
TIE A SPECIAL KNOT 15
TIE A ROPE AROUND YOURSELF
ONE HANDED 15
SPLICE TWO ROPES TOGETHER 15