Practical Skills
Arora offers a vast range of skills that help bring your character to life. These skills have been mastered through practice rather than just experience. These are what we call "practical skills". In this article, we will introduce you to the available practical skills in Arora. Practical skills are distinct from Lore Skills, which reflect knowledge gained through reading or experiencing. They offer players a way to show off their character's abilities through their proficiency in a specific area. The table below shows the available practical skills, along with their associated ability scores. Instead of grouping actions under a specific skill, each action is now a separate skill that must be individually trained.
Skillset | Ability | Practical Skill 1 | Practical Skill 2 | Practical Skill 3 | Practical Skill 4 | Practical Skill 5 |
---|---|---|---|---|---|---|
Acrobatics | DEX | Balance | Tumble Through | Soft Landing | Squeeze | Escape Restraints |
Animal Handling | WIS | Train Animal | Command Animal | Ride Animal | Handle Animal | Study Animal |
Power Athletics | STR | Climb | Force Open | Grapple | Shove | Swim |
Agility Athletics | DEX | High Jump | Leap | Sprint | Trip | Disarm |
Calligraphy | DEX | Secret Writing | Dechipher | Translate | Authenticate | Forgery |
Craft | INT | Repair | Craft | Inspect Object | Modify | Dismantle |
Deception | CHA | Create Diversion | Impersonate | Bluff | Dirty Trick | Feint |
Diplomacy | CHA | Gather Information | Make Impression | Make Request | Negotiate | Assess Attitude |
Security | CHA | Coerce | Demoralise | Draw Attention | Sense Motive | Spot Weakness |
Investigation | INT | Find Clues | Research | Learn Skill | Analyze Clues | Surveillance |
Leadership | CHA | Inspire Courage | Motivate | Suggest Tactic | Teach | Counsel |
Medicine | WIS | First Aid | Diagnose | Treat Disease | Treat Poison | Treat Wounds |
Navigation | INT | Sense Direction | Plot Course | Create Map | Seafaring | Assess Environment |
Performance | CHA | Sing | Dance | Act | Play | Amuse |
Stealth | DEX | Conceal Object | Hide | Sneak | Monitor Path | Communicate Silently |
Survival | WIS | Gather Ingredients | Prepare Meal | Identify Ingredients | Cover Tracks | Track |
Thievery | DEX | Palm Object | Steal | Disable Device | Pick Lock | Appraise |
Practical skills offer players the opportunity to make their characters stand out in a specific area. Each skill has a specific mechanic usually tied to combat or other make-or-break situations, but they can be especially useful for roleplaying situations where a character's proficiency in a particular skill can be put to the test. Choosing the right practical skills for your character can be a lot of fun, so take the time to consider what skills reflect your character's unique abilities and personality. With a little creativity and some imagination, you can create a truly memorable character.
Practical Skills are divided into sets of five, each belonging to a single "skillset". Each skillset has a specific focus and reflects skills that require practical training and mastery. These practical skills are acquired using practical skill points during character creation. Players can stack these points to gain proficiency in multiple skills, but the cost increases for each level of proficiency, as according to the following table:
If your character has a specific rank (trained, expert, master, or legendary) across an entire skillset (such as Acrobatics or Craft), they multiply their proficiency bonus on each skill roll for skills within that skillset by 1.5. This reflects their exceptional talent and versatility in that area of expertise.
Proficiency | Points to buy | Sum of Points to buy | Chance to promote on Crit. Success |
---|---|---|---|
Trained | 1 | 1 | 50% |
Expert | 2 | 3 | 20% |
Master | 3 | 6 | 5% |
Legendary | 4 | 10 | 1% |
To gain proficiency in a skill, players must either train using the "Learn" skill from the Investigations skillset or be taught by someone with a higher proficiency using the "Teach" skill from the Leadership skillset. Additionally, every critical success in a skill has a chance of instantly increasing the player's proficiency, Outlined above. It is seen that, on average, it takes 40, 100, 400, and 2000 roles to advance to the Trained, Expert, Master, and Legendary proficiencies on practise alone.
Practical Skill Descriptions and Mechanics
Acrobatics
This skillset is all about fluid body movement and agility. You can balance on narrow surfaces, tumble through difficult terrain, land softly from a fall, squeeze through tight spaces, and escape from restraints.
Balance
Requirements: You are on a narrow surface, uneven or slippery ground.The Balance skill allows a character to maintain their footing and balance on narrow, uneven, or slippery surfaces. When attempting to balance, the GM sets the DC based on the difficulty of the surface and environmental conditions. Here are some sample DCs for different types of surfaces and environments:
- Trivial (DC 5): Balance on a flat surface with no obstructions.
- Easy (DC 10): Balance on a narrow beam or rocky surface.
- Moderate (DC 15): Balance on a narrow surface while being buffeted by wind or rain.
- Hard (DC 20): Balance on a narrow, uneven surface with dangerous obstacles.
- Severe (DC 25): Balance on a narrow, slippery surface while being attacked or dodging incoming attacks.
- Extreme (DC 30): Balance on a narrow, uneven surface while being buffeted by strong winds or heavy rain, with dangerous obstacles and attacks coming from multiple directions.
- Impossible (DC 45): Balance on a narrow, slippery surface in the midst of a hurricane or other extreme weather, while being attacked by multiple opponents with deadly accuracy.
- Critical Success: You move up to your Speed without penalty.
- Success: You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
- Failure: You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
- Critical Failure: You fall and your turn ends. You also take falling damage according to the distance you fell.
Tumble Through
Requirements: You must be able to move and attempt this skill while in a space that is adjacent to an enemy.You move up to your Speed, attempting an Acrobatics check against the enemy's Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Swim, or another action instead of Stride in the appropriate environment.
- Critical Success: You deftly tumble through the opponent's space, gaining panache and a +2 circumstance bonus to your next attack roll against the opponent before the end of your turn.
- Success: You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move through its space, you get the same effect as a failure.
- Failure: Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
- Critical Failure: You fail spectacularly, becoming prone, you also trigger reactions as if you had moved out of the square you started in.
Here are some sample DCs for Tumble Through against different opponents:
- Trivial (DC 5): Tumbling through an empty space.
- Easy (DC 10): Tumbling through the space of an unaware, slow-moving target, such as a sleeping guard.
- Moderate (DC 15): Tumbling through the space of an alert humanoid target, such as a trained guard.
- Hard: (DC 20): Tumbling through the space of an agile humanoid target, such as a trained assassin.
- Severe (DC 25): Tumbling through the space of a large or dangerous creature, such as a dragon.
- Extreme (DC 30): Tumbling through the space of a supernatural or highly skilled creature, such as a demon or a master Monk.
- Impossible (DC 45): Tumbling through the space of a creature with multiple attack of opportunity reactions, such as a hydra or a pit fiend.
Soft Landing
Requirements: Must be falling and have the ability to move or manipulate one's own body.
Soft Landing is the skill of avoiding injury or mitigating damage when falling from heights. The DC for a Soft Landing roll is determined by the distance fallen, the surface fallen onto, and the environmental conditions.
- Critical Success: You take no damage from the fall, and are able to immediately continue taking actions as normal.
- Success: You take reduced damage from the fall. If you were falling from a height of 20 feet or less, you take half damage. If you were falling from a height greater than 20 feet, you take damage equal to your level plus your Dexterity modifier per 10 feet fallen (rounded up). You also avoid any other negative consequences of the fall, such as being knocked prone, or dying.
- Failure: You take full damage from the fall, as well as any other negative consequences of the fall, such as being knocked prone.
- Critical Failure: You take double damage from the fall, as well as any other negative consequences of the fall, such as being knocked prone. In addition, you are stunned for 1 round.
Here are some sample DCs for Soft Landing:
- Trivial (DC 5): Falling 10 feet onto a soft surface, such as a bed or pile of leaves.
- Easy (DC 10): Falling 15 feet onto a hard surface, such as stone or packed earth.
- Moderate (DC 15): Falling 20 feet onto a hard surface in windy conditions, or falling 30 feet onto a soft surface in normal conditions.
- Hard: (DC 20): Falling 30 feet onto a hard surface in windy conditions, or falling 40 feet onto a soft surface in normal conditions.
- Severe (DC 25): Falling 40 feet onto a hard surface in normal conditions, or falling 60 feet onto a soft surface in windy conditions.
- Extreme (DC 30): Falling 50 feet onto a hard surface in windy conditions, or falling 80 feet onto a soft surface in normal conditions.
- Impossible (DC 45): Falling 100 feet or more onto any solid surface, in any conditions.
Squeeze
Requirements: You attempt to contort yourself to fit through a space so small you can barely fit through.
You attempt an Acrobatics check against the space's Squeeze DC, which is determined by the size of the space you are trying to squeeze through. For example, squeezing through a space around your size would be a DC 10, while squeezing through a space barely fitting your head would be a DC 20.
- Critical Success: You squeeze through the tight space in 1 minute per 10 feet of squeezing.
- Success: You squeeze through in 1 minute per 5 feet.
- Failure: You are unable to squeeze through the space.
- Critical Failure: You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
- Trivial (DC 5): Fit through a space that is much larger than your body.
- Easy (DC 10): Fit through a narrow gap that requires a bit of manoeuvring.
- Moderate (DC 15): Fit through a gap that is slightly smaller than your body size.
- Hard (DC 20): Fit through a gap that barely fits your head.
- Severe (DC 25): Fit through a gap that is smaller than the size of your shoulders, requiring you to contort your body in unusual ways.
- Extreme (DC 30): Fit through a gap that is seemingly too small to fit even your shoulders, requiring you to contort your body in impossible ways.
- Impossible (DC 45): Fit through a space that is physically impossible for a normal Human to fit through.
Special: Kathuri and Seishi gain a +4 circumstance bonus to Squeeze checks due to their inherent flexibility and nimbleness.
Escape Restraints
Requirements: You are restrained by bindings, ropes, handcuffs, manacles, or other means.
You attempt an Escape Artist check against the DC of the restraints that are binding you. The DC is determined by the restraints used and their quality.
- Critical Success: You break free and can immediately Stride up to half your Speed.
- Success: You break free, but cannot move from your current space.
- Failure: You remain restrained and cannot attempt to Escape Artist again until your next turn.
- Critical Failure: You injure yourself in the process of trying to escape and take damage equal to your level.
- Trivial (DC 5): Break free from loose ropes or weak restraints.
- Easy (DC 10): Escape from simple handcuffs or shackles.
- Moderate (DC 15): Escape from more complex restraints, such as manacles or hogties.
- Hard (DC 20): Escape from high-quality restraints or advanced locking mechanisms.
- Severe (DC 25): Escape from masterwork restraints or advanced locking mechanisms.
- Extreme (DC 30): Escape from the most advanced and secure restraints, such as those used in high-security prisons or by master criminals.
- Impossible (DC 45): Escape from inescapable, magical bindings or restraints that cannot be broken by mundane means.
Special: Seishi gain a +2 racial bonus to Escape Artist checks due to their small size and nimble fingers.
Animal Handling
With this skillset, you can train, command, ride, and handle animals. You can also study their behavior and learn how to better understand them.
Train Animal
Requirements: You must have an animal that is not hostile towards you, and you must be able to communicate with it.You train an animal to perform a specific action or behaviour by giving it clear commands and rewarding it for success. The animal will need to make a Nature or Survival check to learn the new behaviour, with the DC depending on the complexity of the behaviour and how suited it is to the animal's natural instincts and capabilities.
- Critical Success: The animal learns the behaviour and will perform it consistently without your guidance or intervention. It will also respond to similar commands in the future with less training time required.
- Success: The animal learns the behaviour, but it will require your guidance and intervention to consistently perform it. It will respond to similar commands in the future, but may require some additional training time to learn new behaviours.
- Failure: The animal fails to learn the behaviour, and it will not attempt to perform it again without significant retraining. Additionally, the animal may become less receptive to training attempts in the future.
- Critical Failure: The animal becomes confused and will not attempt to learn the behaviour again. It may also become hostile towards you if you continue to attempt to train it.
- Trivial (DC 5): Teach a dog to fetch a ball or a cat to sit on command.
- Easy (DC 10): Teach a dog to roll over or a bird to perform a simple trick.
- Moderate (DC 15): Train a horse to jump a fence or a bear to perform a complex series of movements for a show.
- Hard (DC 20): Train a wolf to track a specific scent or a falcon to hunt with precision.
- Severe (DC 25): Train an elephant to carry out complex commands or a monkey to perform a complicated task involving multiple steps.
- Extreme (DC 30): Train a dolphin to perform a synchronized routine with other dolphins or a parrot to mimic human speech with great accuracy.
- Impossible (DC 45): Train a giant spider to behave like a loyal mount or a wyvern to take commands from a humanoid trainer.
Command Animal
Requirements: You must be within 30 feet of an animal that is either domesticated, trained or familiar with you, and capable of performing the task you are commanding it to do.
When you command an animal, you attempt to direct it to perform a specific task. You give the animal a verbal command, a hand signal, or some other indication of your desire. The DC for the Command Animal check depends on the complexity of the command and how suited the animal is to perform the task. The GM determines the DC, with some examples given below.
- Critical Success: The animal performs the task with exceptional success, possibly doing more than you asked of it. It takes a free action that doesn't count towards its usual number of actions.
- Success: The animal performs the task as you requested.
- Failure: The animal doesn't perform the task, and it might instead do something else as it tries to figure out what you want. Alternatively, the GM might have the animal perform a simplified version of the task, especially if you failed by only a small margin.
- Critical Failure: The animal doesn't perform the task, and it takes an action that is completely unrelated to what you wanted it to do. Additionally, if the task would take longer than 1 minute to perform, the animal refuses to attempt the task again for at least 1 hour.
Here are some sample DCs for commanding animals:
- Trivial (DC 5): Tell a dog to sit, or direct a horse to move forward.
- Easy (DC 10): Direct a dog to fetch an item or direct a horse to jump over a small fence.
- Moderate (DC 15): Command a trained eagle to scout an area or direct a horse to charge into battle.
- Hard (DC 20): Command a snake to slither into a small crevice or direct a horse to trample a group of enemies.
- Severe (DC 25): Command a wolf to track a scent across a large distance or direct a horse to make a high jump while carrying a heavy load.
- Extreme (DC 30): Command an bear to perform a specific task or direct a horse to gallop across a rickety bridge while under heavy fire.
- Ridiculous (DC 45): Command a wild boar to perform a task outside of its normal behavior or direct a horse to run across the surface of a lake while under heavy fire.
- Impossible: Command a dragon to perform a task outside of its normal behavior or direct a horse to fly.
Special: If you have a relevant animal husbandry or beat-handling skill, you can gain a bonus to your Command Animal check if you know the specific animal's behavior and tendencies. Additionally, if you have the Animal Companion feat, you can command your animal companion to perform additional tasks as if it had the trained animal trait, and you gain a +1 circumstance bonus to your Command Animal checks with your animal
Riding Animal
Requirements: You must have access to a trained mount that is suitable for riding.You can ride an animal, controlling its movements and using its abilities to gain advantage in combat or travel more quickly. The DC of the check is determined by the terrain and how well-trained the mount is, as well as the disposition of the animal and its suitability for the task at hand.
- Critical Success: You and your mount work together in perfect harmony, gaining a +2 circumstance bonus to all actions involving riding or mounted combat for the rest of the encounter.
- Success: You and your mount move as a single unit, able to navigate terrain and perform actions together effectively.
- Failure: You and your mount struggle to maintain control, possibly falling prone or becoming dismounted in the process.
- Critical Failure: You lose control of your mount, possibly endangering yourself and others in the process.
Here are some sample DCs for Riding Animal:
- Trivial (DC 5): Ride a well-trained mount on a level surface.
- Easy (DC 10): Ride a mount at a faster pace or navigate more difficult terrain, such as a rocky trail or steep incline.
- Moderate (DC 15): Control a mount in combat, using its abilities to gain a tactical advantage or make coordinated attacks.
- Hard: (DC 20): Perform advanced riding manoeuvres, such as jumping over obstacles or riding in formation with other riders.
- Severe (DC 25): Control an animal that is not well-suited for riding or navigate treacherous terrain, such as a steep mountain pass or a raging river.
- Extreme (DC 30): Ride an exotic animal, or perform incredible feats of riding skill, such as riding a mount across a narrow bridge over a raging river or through a crowded market without touching anyone.
- Ridiculous(DC 45): Ride a creature that is extremely dangerous or difficult to control.
- Impossible: Ride a creature that is not meant to be ridden, such as a swarm of insects.
Special: If you have the Beast-Handling or Animal Husbandry skill, you gain a +2 circumstance bonus to ride an animal of that type. Nomadic Urmans and Humans also gain an additional +2 bonus to Riding Animal checks.
Handle Animal
Requirements: You must be able to communicate with the animal.You attempt to calm, soothe, or control an animal, allowing you to perform basic tasks without it becoming hostile. The DC of the check is determined by the animal's disposition and how threatening the situation is to it.
- Critical Success: The animal becomes docile and will follow your commands willingly, as long as they are not too dangerous or contrary to its nature.
- Success: The animal becomes calm and will not attack you, but it will not necessarily follow your commands unless it is trained to do so.
- Failure: The animal becomes agitated and will likely become hostile if you do not back away or take other precautions.
- Critical Failure: The animal becomes hostile towards you and will attack if given the opportunity.
- Trained: Calm a friendly domesticated animal or command a trained animal in a non-threatening situation.
- Expert: Calm a domesticated animal that is frightened or commands a trained animal in a mildly threatening situation.
- Master: Calm an undomesticated animal or command a trained animal in a threatening situation.
- Legendary: Calm a wild animal or command a trained animal in a life-threatening situation.
Handle Animal
Requirements: You must be able to communicate with the animal.You attempt to calm, soothe, or control an animal, allowing you to perform basic tasks without it becoming hostile. The DC of the check is determined by the animal's disposition and how threatening the situation is to it.
- Critical Success: The animal becomes docile and will follow your commands willingly, as long as they are not too dangerous or contrary to its nature. It will remain calm even in the face of threats, loud noises or sudden movements.
- Success: The animal becomes calm and will not attack you, but it will not necessarily follow your commands unless it is trained to do so. The animal is still susceptible to sudden movements or loud noises, which may cause it to become agitated again.
- Failure: The animal becomes agitated and will likely become hostile if you do not back away or take other precautions. The animal may attack if it feels threatened or cornered.
- Critical Failure: The animal becomes hostile towards you and will attack if given the opportunity. It will remain agitated even if you try to retreat or calm it down.
- Trivial (DC 5): Approach a friendly domesticated animal in a non-threatening situation.
- Easy (DC 10): Calm a friendly domesticated animal or command a trained animal in a non-threatening situation.
- Moderate (DC 15): Calm a domesticated animal that is frightened or commands a trained animal in a mildly threatening situation.
- Hard (DC 20): Calm an undomesticated animal or command a trained animal in a threatening situation.
- Severe (DC 25): Calm a wild animal or command a trained animal in a life-threatening situation.
- Extreme (DC 30): Calm an animal in the midst of a violent storm or other extreme environmental situation, or command a magical beast or similar extraordinary creature.
- Ridiculous (DC 45): Calm a ferocious beast in the middle of a raging battle, or command a legendary creature.
- Impossible: Calm an animal that is completely hostile and unwilling to listen to reason, such as a Daerhys or a creature that has been specifically trained to hate and attack humans.
Study Animal
Requirements: You must have access to an animal and be able to observe it for a prolonged period of time. The animal must also be common enough that studying it is feasible.
The Study Animal narrow skill allows a character to observe and study the behavior, anatomy, and habits of an animal, with the goal of gaining a better understanding of the creature. In order to attempt this skill, the character must spend a significant amount of time observing the animal in its natural habitat, either in the wild or in captivity. The time required to complete this task varies depending on the complexity and rarity of the animal being studied. The GM will set the DC for the task based on the animal's rarity and strangeness, as well as the character's ability to observe it clearly. The character rolls against this DC to determine if they succeed or fail in their efforts.
- Critical Success: The character gains the expert rank in the narrow lore skill related to the animal.
- Success: The character gains a trained rank in the narrow lore skill related to the animal.
- Failure: The character does not gain a rank in the narrow lore skill related to the animal.
- Critical Failure: The character gains a negative rank in the narrow lore skill related to the animal, and may have learned incorrect information about the creature that could cause problems later on.
The DC for a Study Animal task will depend on the rarity and complexity of the animal being studied. For example, studying a common farm animal like a chicken might have a DC of 10, while studying a rare and exotic creature like a giant squid might have a DC of 25 or higher. In general, the more unusual or difficult to observe an animal is, the higher the DC will be.
- Trivial (DC 5): Studying a common pet like a dog or cat.
- Easy (DC 10): Studying a farm animal like a chicken or cow.
- Moderate (DC 15): Studying a wild animal like a deer or a wolf.
- Hard (DC 20): Studying a rare or exotic animal like a giant squid or a giant eagle.
- Severe (DC 25): Studying an extremely rare or difficult to observe animal.
- Extreme (DC 30): Studying a legendary animal, like one of the Siriat.
- Ridiculous (DC 45): Studying a creature that is nearly impossible to observe, such as a creature that lives deep underwater or underground.
- Impossible: Studying a creature that is impossible to observe, such as a creature that exists only in legend or myth.
Special: Certain animals may have specific requirements or quirks that affect the DC of this skill. For example, studying a nocturnal animal during the day may increase the DC by 5, or studying a particularly aggressive animal may increase the DC by 10.
Power Athletics
This skillset focuses on raw physical strength. You can climb sheer surfaces, force open locked doors or containers, grapple with others, shove them away, and swim through dangerous waters.
Climb
Requirements: You have both hands free.Climbing is the act of moving up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check against the climb DC determined by the GM based on the nature of the incline and environmental circumstances. You are flat-footed unless you have a climb Speed. Climbing with hands full or attempting to climb a slippery or otherwise difficult surface can impose further penalties.
- Critical Success: You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
- Success: You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
- Failure: You make no progress and your turn ends.
- Critical Failure: You fall. If you began the climb on stable ground, you fall and land prone.
Here are some sample DCs for Climb tasks based on the nature of the surface:
- Trivial (DC 5): A adder or a tree with low branches.
- Easy (DC 10): A low boulder with numerous hand and footholds, or climb up a tree with moderate branches.
- Moderate (DC 15): A rocky cliff with moderate hand and footholds, or climb up a tree with few branches.
- Hard (DC 20): A sheer rock face with few hand and footholds, or climb up a tree with no branches.
- Severe (DC 25): A slick surface, such as a wet tree trunk, or climb up a surface in the middle of a storm with high winds and rain.
- Extreme (DC 30): A surface that is covered in ice, or climb up a surface in the middle of a blizzard or hurricane.
- Ridiculous (DC 45): A surface with no hand or footholds, such as a completely smooth sphere.
- Impossible: A perfectly smooth and vertical surface, such as a sheet of glass.
Special: Characters with the Climbing Claws ancestry feat gain a climb speed equal to their land speed on any surface that isn't perfectly smooth or slick. Characters with a Geology narrow lore skill associated with the surface they are climbing, gain a +1 circumstance bonus to Athletics checks to Climb on those surfaces.
Force Open
Force Open
Requirements: You must be adjacent to the object you want to force open.
Using your body or a tool, you attempt to forcefully open a door, window, container, or heavy gate, and make an Athletics check against its Force Open DC. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
- Critical Success: You open the object without damaging it.
- Success: You open the object, but it gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
- Failure: You fail to open the object.
- Critical Failure: Your attempt jams the object shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
- Trivial (DC 5): An unlocked door or window.
- Easy (DC 10): A simple lock or a window with a stuck latch.
- Moderate (DC 15): A locked door or window, or a chest with a simple lock.
- Hard (DC 20): A strong locked door or window, or a chest with a complex lock.
- Severe (DC 25): A reinforced door or window, or a chest with a magical lock.
- Extreme (DC 30): A vault door or window, or a chest with an enchanted lock.
- Ridiculous (DC 45): A door or window made of adamantium, or a chest with an artifact-level lock.
- Impossible: A thick wall, or any other object beyond the means of a few people with the right tools to force open.
Grapple
Requirements: You have at least one free hand. Your target cannot be more than one size larger than you.
You attempt to grab an opponent with your free hand. Attempt an Athletics check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed.
- Critical Success: Your opponent is restrained until the end of your next turn unless you move or your opponent Escapes. Your opponent is also flat-footed until the end of your next turn.
- Success: Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes.
- Failure: You fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end.
- Critical Failure: If you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
Here are some sample DCs for the grapple check, based on the opponent's Fortitude DC:
- Trivial (DC 5): An opponent who is practially allowing you to grapple them.
- Easy (DC 10): A villager.
- Moderate (DC 15): A typical common soldier.
- Hard (DC 20): A trained guard or soldier.
- Severe (DC 25): A powerful beast or warrior.
- Extreme (DC 30): A legendary Champion or a large creature.
- Ridiculous(DC 45): A demon or other near-impossible foe.
- Impossible: An opponent who is resistant to grappling.
Shove
Requirements: You have at least one hand free. The target can’t be more than one size larger than you.
You push an opponent away from you. Attempt an Athletics check against your opponent’s Fortitude DC.
- Critical Success: You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
- Success: You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
- Critical Failure: You lose your balance, fall, and land prone.
- Trivial (DC 5): A child or a frail old person.
- Easy (DC 10): A small adult or a weak animal.
- Moderate (DC 15): A healthy adult Human or a large animal.
- Hard (DC 20): A heavily armored soldier.
- Severe (DC 25): A large creature such as an Aurochs.
- Extreme (DC 30): A powerful large creature such as an elephant.
- Ridiculous (DC 45): A great beast, such as a Rhysar.
- Impossible: A force of nature or an immovable object.
Special: The Shove action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger reactions triggered by movement.
Swim
Requirements: You are in water.
You propel yourself through the water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.
If you end your turn in the water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turns.
- Critical Success: You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
- Success: You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
- Failure: You make no progress, and if you’re holding your breath, you lose 1 round of air.
- Critical Failure: You make no progress, and if you’re holding your breath, you lose 1 round of air.
- Trivial (DC 5): Still lake, calm river
- Easy (DC 10): Slow-moving river, pond with light current
- Moderate (DC 15): Swift-moving river, rough lake
- Hard (DC 20): Open sea with waves, heavy current
- Severe (DC 25): Stormy sea, very strong current
- Extreme (DC 30): Hurricane force storm, whirlpool
- Ridiculous (DC 45): Tsunami, maelstrom
- Impossible: Swimming through lava, acid or other deadly substances
Agility Athletics
This skillset is all about quick and precise movements. You can jump high, leap over obstacles, sprint faster than others, trip your opponents, and disarm them.
High Jump
Requirements: You must have at least a 10-foot running start and a flat surface to jump from.
You run forward and leap into the air, attempting a DC 20 Athletics check to increase the height and distance of your jump. This DC might be increased or decreased due to the situation, as determined by the GM. The Sample Task DC is determined by the environment, such as still air or strong headwinds. The Sample Task DC does not mention the height jumped.
- Critical Success: Increase both the maximum height and horizontal distance of your jump by 50%.
- Success: Increase the maximum height and horizontal distance of your jump by 25%.
- Failure: You Leap normally, without any increase in height or distance.
- Critical Failure: You don’t Leap at all, and instead you fall prone in your space.
Here are some sample DCs modifiers, based on the situation:
- DC +5: Carrying a heavy load or wearing heavy armor.
- DC +5: Adverse weather conditions.
- DC +5: Being attacked by enemies or otherwise distracted.
- DC +5: Jumping on a moving object or vehicle.
- DC +15: Jumping onto or from a slippery surface, such as ice or a wet rock.
Special: Varlmini receive a +2 circumstance bonus to High Jump checks, due to their natural agility and grace. Additionally, characters with the Acrobat Dedication feat receive a +2 circumstance bonus to High Jump checks.
Long Jump [
Requirements: You must have at least 10 feet of space to run up to before attempting the Leap.
With this narrow skill, you can make a horizontal Leap that exceeds what you could normally achieve with a simple jump. After Striding at least 10 feet, you attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). The DC might be increased or decreased due to the situation, as determined by the GM. The following DCs are examples of typical situations:
- Critical Success:Leap to the desired distance, and you don't trigger reactions from any creatures during your Leap.
- Success:Leap to the desired distance.
- Failure: You Leap normally.
- Critical Failure: You Leap normally, but then fall and land prone.
Here are some sample DCs modifiers, based on the situation:
- DC +5: Carrying a heavy load or wearing heavy armor.
- DC +5 to +10: High opposing winds or other adverse weather conditions.
- DC -1 to -5: High supporting winds.
- DC +5: Being attacked by enemies or otherwise distracted.
- DC +5: Leaping from a moving object or vehicle.
- DC +10: Leaping from a great height, such as a tall building or cliff.
- DC +15: Leaping onto or from a slippery surface, such as ice or a wet rock.
Special: Characters with the Assurance feat in Athletics can automatically succeed at a Long Jump narrow skill task with a DC equal to their proficiency rank + 10. The Acrobatics (Tumble Through) narrow skill can be used in conjunction with a Leap to avoid triggering reactions from creatures that threaten the area you Leap through.
Trip
Trip
Requirements: You have at least one hand free, and the target must be standing on a surface that can be tripped (e.g., not flying or hovering).
The target must be no more than one size larger than you, and you must be able to reach the target’s legs with a leg sweep or similar maneuver.
You attempt to sweep your opponent’s legs and trip them up. Attempt an Athletics check against the target’s Reflex DC.
- Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage.
- Success: The target falls and lands prone.
- Failure: You do not trip the target.
- Critical Failure: You lose your balance and fall and land prone.
When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you’re knocked prone when you land. If you fall into the water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can’t be greater than the depth of the water (so when falling into the water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls.
Here are some sample DCs for tripping an opponent:
- Trivial (DC 5): A sleeping child.
- Easy (DC 10): An untrained farmer.
- Moderate (DC 15): An experienced warrior.
- Hard (DC 20): A highly skilled acrobat or nimble Rogue.
- Severe (DC 25): An expert martial artist.
- Extreme (DC 30): A giant or other massive opponent.
- Ridiculous (DC 45): A rampaging elephant or dragon.
- Impossible: An incorporeal or otherwise untrippable creature.
Trip
Requirements: You have at least one hand free, and the target must be standing on a surface that can be tripped (e.g., not flying or hovering). The target must be no more than one size larger than you, and you must be able to reach the target’s legs with a leg sweep or similar maneuver.
You attempt to sweep your opponent’s legs and trip them up. Attempt an Athletics check against the target’s Reflex DC.
- Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage.
- Success: The target falls and lands prone.
- Failure: You do not trip the target.
- Critical Failure: You lose your balance and fall and land prone.
When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you’re knocked prone when you land. If you fall into the water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can’t be greater than the depth of the water (so when falling into the water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls.
Here are some sample DCs for tripping an opponent:- Trivial (DC 5): A sleeping child.
- Easy (DC 10): An untrained farmer.
- Moderate (DC 15): An experienced warrior.
- Hard (DC 20): A highly skilled acrobat or nimble Rogue.
- Severe (DC 25): An expert martial artist.
- Extreme (DC 30): A giant or other massive opponent.
- Ridiculous (DC 45): A rampaging elephant or dragon.
- Impossible: An incorporeal or otherwise untrippable creature.
Special:When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you’re knocked prone when you land. If you fall into the water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can’t be greater than the depth of the water (so when falling into the water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls.
Disarm
Requirements: You must have at least one hand free, and the target must be wielding an item in their hand. The target cannot be more than one size larger than you.
You try to knock an item out of an opponent’s grasp. Attempt an Athletics check against the opponent’s Reflex DC.
- Critical Success: You disarm the opponent and the item falls to the ground in the opponent’s space. You can also choose to pick up the item as part of the action.
- Success: You weaken your opponent’s grasp on the item. Until the start of that creature’s turn, attempts to disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
- Failure: You do not disarm the opponent of the item.
- Critical Failure: You lose your balance and become flat-footed until the start of your next turn. Additionally, your opponent gains a +2 circumstance bonus to disarm you of your held item on their next turn.
Here are some sample DCs for Disarm:
- Trivial (DC 5): An opponent practically trying to let you disarm them.
- Easy (DC 10): An untrained opponent with a poorly secured item.
- Moderate (DC 15): A trained opponent with a well-secured item.
- Hard (DC 20): An expert opponent with a well-secured item.
- Severe (DC 25): A master opponent with a well-secured item.
- Extreme (DC 30): A legendary opponent with a magically secured item.
- Ridiculous(DC 45): A legendary opponent with a magically secured ite.
- Impossible: An unarmed opponent or a target more than one size larger than you.
Special: A Rogue with the Thief Racket gains a +2 circumstance bonus to Disarm checks. The Magic broad lore skill or can provide additional information and potential bonuses to Disarm checks.
Calligraphy
This skillset is about the art of writing. You can create secret messages, decipher them, translate foreign languages, authenticate documents, and even forge them if necessary.
Secret Writing
Requirements: You must have access to the appropriate tools and materials needed to create the secret writing. The writing must also be in a language that only those with access to the appropriate key or method of decoding can understand.
Action: One hour.
Secret Writing is the art of creating written messages that can only be deciphered by those with the appropriate key or method of decoding. To create secret writing, you must first decide on a key or method of decoding that will be needed to read the message. This could be a simple substitution cipher, a more complex algorithm, or even a magical method of encoding the message. You then use this key or method to write the message in a way that is not immediately obvious to anyone who does not have access to the same key or method of decoding. The DC to detect that the message is not what it appears to be is equal to 10 + your level or proficiency bonus, whichever is higher. If the reader has the appropriate key or method of decoding, they can decipher the message with a secret writing check.
- Critical Success: You successfully create the secret writing, and it is completely undetectable by anyone without access to the key or method of decoding.
- Success: You successfully create the secret writing, but it may be detectable by someone who is actively looking for it.
- Failure: You fail to create the secret writing, and the message is either unreadable or easily decipherable by anyone who comes across it.
- Critical Failure: You fail to create the secret writing, and the message is either unreadable or appears to be something else entirely.
Here are some sample DCs for deciphering Secret Writing:
- Trivial (DC 5): A simple substitution cipher or a message encoded with a method that is easily decipherable.
- Easy (DC 10): A more complex cipher or method of encoding that may take some effort to decipher.
- Moderate (DC 15): A sophisticated cipher or method of encoding that requires some expertise to decipher.
- Hard: (DC 20): A very complex cipher or method of encoding that is difficult to decipher even with expertise.
- Severe (DC 25): A cipher or method of encoding that is known only to a select few and requires significant expertise to decipher.
- Extreme (DC 30): A cipher or method of encoding that is known only to a single individual or organization and is nearly impossible to decipher without inside knowledge.
- Ridiculous(DC 45): A cipher or method of encoding that is considered unbreakable by all but the most elite codebreakers.
- Impossible: A message that is completely undecipherable by any means.
Special: Elves and those with the Lore skill in Elven Lore gain a +2 bonus to checks made to create or decipher secret writing in the Elven language.
Decipher Secret Writing
Requirements: A written text that has been encoded using secret writing, and the ability to read the language in which it was written.
Action: 1 minute per page of text.
The Decipher Secret Writing skill allows a character to decode a written text that has been encoded using secret writing. The DC to decipher the text is equal to the DC set by the author of the text. This skill can be used to decipher texts written in code, cipher, or other secret writing systems.
- Critical Success: The character decodes the text, gaining a full understanding of its contents. Additionally, the character gains insight into the techniques used to encode the text and receives a +2 circumstance bonus to future checks to decipher texts encoded in a similar fashion.
- Success: The character decodes the text, gaining a basic understanding of its contents. However, some parts of the text may still be unclear or ambiguous.
- Failure: The character fails to decode the text, and gains no useful information from it.
- Critical Failure: The character misreads the text, gaining false or misleading information.
Here are some sample DCs for deciphering Secret Writing:
- Trivial (DC 5): A simple code or cipher that can be easily decoded with little or no effort.
- Easy (DC 10): A code or cipher that requires some effort to decode, but can be deciphered with a little time and concentration.
- Moderate (DC 15): A more complex code or cipher that requires significant effort to decode. This might involve multiple layers of encryption or a particularly tricky code.
- Hard (DC 20): An extremely difficult code or cipher that requires considerable expertise to decode. This might involve a code that has never been seen before or a particularly advanced encryption algorithm.
- Severe (DC 25): A code or cipher that is considered almost unbreakable. This might involve a code that has been specifically designed to resist decryption or a particularly obscure language or dialect.
- Extreme (DC 30): A code or cipher that is considered virtually unbreakable. This might involve a code that has been specifically designed to resist all known decryption techniques or a particularly ancient or esoteric language or dialect.
- Ridiculous (DC 45): A code or cipher that is widely considered to be impossible to decipher. This might involve a code that has never been broken, or a text that is written in a completely unknown language or dialect.
- Impossible: A code or cipher that is truly impossible to decode. This might involve a text that is written in a language or dialect that has never been heard or seen before, or a code that is so advanced that it cannot be deciphered by any known means.
Special: Characters with the Cryptography Lore skill receive a +2 circumstance bonus to deciphering secret writing.
Translate
Requirements: Written or spoken language to be translated must be known, and the text or conversation must be present and accessible.
Action: One minute per 50 words of text, or one minute per round of conversation.
The Translate skill allows the character to translate a written or spoken language that they are familiar with into another language. The difficulty of the task is determined by the complexity of the language and text being translated. The GM should assign a DC based on the difficulty of the task. The DC may be influenced by factors such as the complexity of the language, the clarity of the text or conversation, and the character's familiarity with the source language.
- Critical Success: The translation is perfect, conveying all the nuances of the original language.
- Success: The translation is accurate and conveys the basic meaning of the original language, but may lack some of the nuances and subtleties.
- Failure: The translation is flawed and may convey the wrong meaning or be partially inaccurate. The character may need to try again or seek additional resources to get a better translation.
- Critical Failure: The translation is completely incorrect and may convey the opposite of the original meaning. The character may not attempt to translate the same text or conversation again without additional knowledge or resources.
Here are some sample DCs for language complexity:
- Trivial (DC 5): Simple languages, such as pidgin or broken common
- Easy (DC 10): Common languages, such as common or elvish
- Moderate (DC 15): Obscure or ancient languages, such as infernal or draconic
- Hard: (DC 20): Extremely complex languages, such as Abyssal or Aklo
- Severe (DC 25): Highly specialized languages or technical jargon, such as magical or scientific terms
- Extreme (DC 30): Esoteric languages or secret codes, such as those used by secret societies
- Ridiculous(DC 45): Languages so rare and difficult that only a handful of individuals in the world understand them
- Impossible: Languages or codes that are so complex or beyond the realm of reality that they cannot be translated.
Special: Characters with the Lore skill associated with the language being translated may receive a bonus to their translation attempts. Additionally, characters with the Linguistics skill may receive a bonus to their translation attempts when translating written text.
Forge Document
Requirements: A sample of the original document, knowledge of the document's content and purpose, access to appropriate tools and materials for the forgery, knowledge of the security features and complexity of the document, and time to create the forgery.
Action: 1 hour per page of the document
This skill allows you to create a convincing forgery of a document. The DC to forge a document depends on the complexity of the document and its security features, as well as how well-known the original document is. When creating a forgery, the GM determines the DC based on the following examples:
- Trivial (DC 5): Simple documents with no security features, such as a handwritten letter with no official seal or signature.
- Easy (DC 10): Common documents with basic security features, such as a simple official seal or watermark, or a handwritten note with a signature.
- Moderate (DC 15): More complex documents with multiple security features, such as official seals, watermarks, and signatures, or a document with a complex layout and formatting.
- Hard (DC 20): Documents with advanced security features, such as embossed seals, intricate watermarks, and complex layouts with hidden text or images.
- Severe (DC 25): Extremely complex documents with multiple layers of security, such as encrypted text or hidden messages, microprinting, or holograms.
- Extreme (DC 30): Documents with highly advanced and sophisticated security features, such as biometric authentication, nanotechnology, or other advanced technologies.
- Ridiculous (DC 45): Documents that are considered nearly impossible to forge, such as ancient scrolls with unique writing and intricate seals, or highly classified government documents with multiple layers of security and encryption.
- Impossible: Documents that cannot be forged, such as magical texts or divine writings.
- Critical Success: The forgery is nearly indistinguishable from the original, and passes even the most thorough inspections with ease.
- Success: The forgery is convincing and passes casual inspections, but may be discovered upon closer examination.
- Failure: The forgery is flawed and easily spotted upon inspection, possibly leading to consequences for the forger.
- Critical Failure: The forgery is obvious and poorly executed, leading to immediate detection and potential legal consequences for the forger.
Special: Depending on the associated lore skill and the type of document being forged, the forger may receive a bonus to their roll. For example, a forger with the appropriate knowledge of nobility and heraldry may receive a bonus when forging a royal proclamation, or a forger with knowledge of ancient languages may receive a bonus when forging an old and rare manuscript.
Authenticate Document
Requirements: A written document with security features (such as watermarks, wax seals, or specific types of paper) that the user is trying to authenticate.
Action: One minute
The Authenticate Document narrow skill allows a user to determine whether a document is authentic or a forgery. To do so, the user must examine the document closely, looking for signs of forgery, such as inconsistencies in handwriting, mismatched ink or parchment, or signs of tampering with security features. The Sample Task DC for this skill is the forgery DC of the document. If the user is successful in their check, they can determine whether the document is authentic or a forgery.
- Critical Success: The user can not only determine whether the document is authentic, but can also identify who likely wrote it, any specific materials used, and any other details about the document's creation.
- Success: The user can determine whether the document is authentic or a forgery.
- Failure: The user is unable to determine whether the document is authentic or a forgery.
- Critical Failure: The user believes the document to be authentic, but it is actually a forgery. Alternatively, the user may falsely identify a document as a forgery when it is actually authentic.
Here are some sample DCs for Authenticate Document:
- Trivial (DC 5): A document with no security features and in a common language.
- Easy (DC 10): A document with basic security features, such as a wax seal, and in a common language.
- Moderate (DC 15): A document with more complex security features, such as watermarks or specific types of paper, and in a less common language.
- Hard (DC 20): A document with advanced security features, such as invisible ink or complex codes, and in a rare or ancient language.
- Severe (DC 25): A document with multiple layers of security features, such as a combination of invisible ink and complex codes, and in a dead language.
- Extreme (DC 30): A document with near-perfect security features, such as magic-imbued ink or a multi-level encryption system, and in a completely unknown language.
- Ridiculous (DC 45): A document with essentially perfect security features, such as a document that has been enchanted to be immune to all known methods of forgery, and in a completely unknown language.
- Impossible: A document that is truly impossible to authenticate, such as a document that has been enchanted to constantly change its form and content.
Special: A user with proficiency in the Forgery narrow skill gains a +2 bonus to Authenticate Document checks when examining forgeries, and may identify the specific techniques used in the forgery.
Craft
With this skillset, you can repair broken objects, create new ones, inspect them for flaws, modify existing items, and dismantle them for parts.
Craft
Requirements:
- The item is your level or lower. an item that doesn’t list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it’s 16th or higher, you must be legendary.
- You have the formula for the item; see Getting Formulas below for more information.
- You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield.
- You must supply raw materials worth at least half the item’s Price. You always expend at least that amount of raw materials when you Craft successfully. If you’re in a settlement, you can usually spend currency to get the number of raw materials you need, except in the case of rarer Precious materials.
You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.
If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned, based on your proficiency rank in Crafting and using your level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price on materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. an example of Crafting appears in the sidebar.
- Critical Success: Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
- Success: Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
- Failure: You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
- Critical Failure: You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in Table 6–8: Ranged Weapons (typically 10).
Getting FormulasYou can gain access to the formulas for all common items in Equipment by purchasing a basic crafter’s book. See the rules for information on how to acquire other formulas.
Crafting ExampleA 5th-level Investigator is an expert in Crafting. They have a Crafting modifier of +13 and the Magical Crafting feat. With 2 weeks of downtime ahead of them, they decide to craft a Striking Rune, a 4th-level item. The GM secretly chooses a DC of 19.
The item has a Price of 65 gold pieces (GP), so they prepare 32 GP and 5 silver pieces (SP) worth of raw materials. They have another 32 GP and 5 SP worth of raw materials on hand. After spending 4 days building and incanting spells, they roll a 12 on their Crafting check, for a result of 25. That’s a success! At this point, they can spend the additional 32 GP, 5 SP worth of materials to complete the item immediately for 65 GP. However, they have 10 more days on their hands, so they decide to spend additional time to complete the item. Because they’re a 5th-level character and an expert at Crafting, they reduce the amount they have to pay by 1 GP for each day spent. After spending 10 days working, they reduces the cost to complete the item from 65 GP to 55 GP. They spend the remaining portion of its price on materials, complete the Striking Rune, and go out on their next adventure. (They could have stayed home to keep working on the Striking Rune, eventually reducing the item’s total Price to just the half he paid up front, but adventuring is far more lucrative!)
If his Crafting check result were a 29 or higher, they’d have gotten a critical success. In that case, they’d reduce the remaining amount by 2 GP per day, lowering the amount needed to complete the item after 10 additional days of work to 45 GP.
Repair
Requirements: You have a repair kit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The DC to Repair a given item is usually about the same DC to Craft it in the first place, with the Sample Task DC based on the DC required to craft the item in the first place. You can’t Repair a destroyed item.
- Critical Success: You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
- Success: You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).
- Failure: You are unable to repair the item and do not restore any Hit Points to it.
- Critical Failure: You deal 2d6 damage to the item. Apply the item’s Hardness to this damage.
Here are some sample DCs for Repairing various types of items:
- Trivial (DC 5): An item that is very simple to repair or craft.
- Easy (DC 10): An item that is somewhat complex to repair or craft, but still relatively simple.
- Moderate (DC 15): An item that is moderately complex to repair or craft.
- Hard (DC 20): An item that is difficult to repair or craft, requiring significant skill and effort.
- Severe (DC 25): An item that is very difficult to repair or craft, requiring exceptional skill and effort.
- Extreme (DC 30): An item that is nearly impossible to repair or craft, requiring truly extraordinary skill and effort.
- Ridiculous (DC 45): An item that is effectively impossible to repair or craft, even for the most skilled artisans.
- Impossible: An item that is truly impossible to repair or craft, even with magic.
Special: If you have the Craft skill and are trained in it, you gain a +2 circumstance bonus to your Repair checks when attempting to repair items you have crafted yourself. Additionally, if you have the Magical Crafting skill feat, you can attempt to Repair items with magical properties as if they were non-magical, but the DC increases by 5.
Inspect Object
Requirements: You have the object in your hands and can closely examine it.
Action: 1 minute.
You closely examine an object, determining its quality, craftsmanship, and identifying any special properties or features it may have. The GM sets the DC, but it’s usually about the same DC to Craft the given item in the first place. The DC can be higher for more complex or intricate items, or for those crafted by a master artisan.
- Critical Success: You learn all of the properties of the object, including any unique features. You also learn any of the materials used to craft the item.
- Success: You learn some of the properties of the object, such as its quality and basic craftsmanship. You may also identify any mundane materials used in the item's construction.
- Failure: You are unable to identify any properties of the object beyond its basic appearance.
- Critical Failure: You misidentify the properties of the object, mistaking it for something else entirely. The GM will provide false information about the object.
Here are some sample DCs for Inspecting Objects:
- Trivial (DC 5): A simple, common item such as a wooden spoon or a clay pot.
- Easy (DC 10): A common item of moderate complexity such as a basic suit of leather armor or a small wooden cart.
- Moderate (DC 15): A more complex item, such as a well-made steel sword, a masterwork suit of armor, or a complex trap.
- Hard (DC 20): An expertly crafted item of great complexity, such as a complex alchemical tonic, or a clockwork device.
- Severe (DC 25): An extremely intricate and finely crafted item such as a gilded painting or a masterwork crossbow.
- Extreme (DC 30): An object of legendary quality, such as a legendary weapon or armor crafted by a legendary artisan.
- Ridiculous (DC 45): An object of mythical quality, such as a magical weapon or armor, or an artifact of great power and renown.
- Impossible: An object that is beyond the understanding of mortals, such as a creation of the gods themselves.
Special: If you have the Crafting skill and have made an object of the same type as the one you're inspecting, you gain a +2 bonus to your Inspect Object check. Additionally, characters with the Lore skill associated with the object's origin may gain a bonus or penalty to their check at the GM's discretion.
Modify Object
Requirements: You have access to the tools, materials, and time required to modify the object. The object must be in your possession or you must have permission from the owner to modify it.
Action: Modifying an object typically takes several hours to complete, depending on the complexity of the modification. The GM sets the DC, but it’s usually about the same DC to Modify an item as it is to Craft it in the first place.
You can attempt to modify an object to change its properties, such as reinforcing armor, sharpening a blade, or altering a lock to make it harder to pick. The DC to modify an object depends on the complexity of the modification, as determined by the GM. Modifying an object does not repair it; if the object is damaged, you must first repair it with the Repair skill before you can modify it.
- Critical Success: You successfully modify the object, improving its properties beyond your initial expectations. The GM should provide additional benefits based on the modification made.
- Success: You successfully modify the object, improving its properties as intended. The benefits of the modification depend on the modification made.
- Failure: You fail to modify the object, and it remains unchanged. You cannot attempt to modify the object again until you gain another rank in the Modify Object skill.
- Critical Failure: You damage the object beyond repair, ruining it completely. The object is destroyed and cannot be salvaged. You cannot attempt to modify an object of the same type until you gain another rank in the Modify Object skill.
Here are some sample DCs for modifying different types of objects:
- Trivial (DC 5): Simple modifications that require little time or effort, such as sharpening a tool or adjusting the fit of a piece of clothing.
- Easy (DC 10): Basic modifications that require some time and effort, such as reinforcing armor or adding a basic enchantment to a weapon.
- Moderate (DC 15): More complex modifications that require significant time and effort, such as adding multiple enchantments to a weapon or crafting a new component to add to a larger object.
- Hard (DC 20): Highly complex modifications that require a significant amount of time and specialized knowledge, such as creating a new alchemical formula or adding a complex set of locks to a door.
- Severe (DC 25): Extremely complex modifications that require a significant amount of time and specialized knowledge, such as creating a new type of weapon or armor, or modifying a magic item.
Special: If you have the Craft skill and are modifying an object that you crafted yourself, you gain a +2 circumstance bonus to your Modify Object check. If you have the Lore skill associated with the type of object you are modifying, you can make a check with that Lore skill to gain a +2 circumstance bonus to your Modify Object check if you succeed. Certain modifications may also require Special Materials or components, which you must have on hand to attempt the modification.
Dismantle Object
Requirements: You have a suitable set of tools, and the object to be dismantled. If the object is trapped or cursed, you must succeed at a DC 15 Thievery or Perception check (your choice) to realize the danger before you start dismantling it. The time required to dismantle an object depends on its complexity.
Action: The amount of time required to dismantle an object depends on its complexity, typically ranging from 10 minutes to an hour or more. The GM sets the DC to dismantle the object, based on its complexity and how dangerous its components are.
Using your tools and knowledge of crafting, you carefully dismantle the object to learn its schematic and ingredients. If you succeed, you gain knowledge of how the object was constructed, its raw materials, and any weak points that could be exploited. If you critically succeed, you also gain all the raw materials required to craft the object. On a failure, you don't gain any useful information, and you risk damaging the object. On a critical failure, you accidentally trigger any traps or curses associated with the object.
- Critical Success: You gain knowledge of the object's construction, raw materials, and any weak points that could be exploited. You also gain all the raw materials required to craft the object.
- Success: You gain knowledge of the object's construction, raw materials, and any weak points that could be exploited. You gain half of the raw materials required to craft the object.
- Failure: You don't gain any useful information, and you risk damaging the object.
- Critical Failure: You accidentally trigger any traps or curses associated with the object.
Here are some sample DCs for dismantling different objects:
- Trivial (DC 5): A wooden spoon
- Easy (DC 10): A simple trap
- Moderate (DC 15): A masterwork longsword
- Hard: (DC 20): An Alchemist's fire
- Severe (DC 25): A complex mechanical trap
- Extreme (DC 30): A suit of legendary full plate armor
- Ridiculous (DC 45): A rare alchemical tonic
- Impossible: A Ferroutso
Special: If you have the Crafting skill, you gain a +2 circumstance bonus to dismantle objects that you have previously crafted. If you have the Lore skill associated with the object you're dismantling, you gain a +1 circumstance bonus to the dismantle check.
Deception
This skillset is all about manipulating others. You can create diversions, impersonate someone else, bluff your way through a situation, use dirty tricks, and feint to throw off your opponents.
Create Diversion
Requirements: You must be within 30 feet of the creatures whose attention you are trying to divert, and they must be able to perceive you or be aware of your presence.
Action: One action
With a gesture, a trick, or some distracting words, you attempt to create a diversion that draws creatures’ attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains auditory and linguistic traits. Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
- Critical Success: As success, but creatures whose Perception DCs you successfully beat become flat-footed for 1 round.
- Success: You successfully divert the attention of any creature whose Perception DC is less than or equal to your result. Affected creatures become fascinated with the diversion and take no actions, though they are still aware of their surroundings. You become hidden from these creatures until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
- Failure: You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
- Critical Failure: As failure, but creatures whose Perception DCs you failed to beat become immune to your attempts to Create a Diversion for 1 hour.
Here are some sample DCs for the Perception DCs of the creatures whose attention you’re trying to divert:
- Trivial (DC 5): Divert the attention of a distracted or otherwise preoccupied creature.
- Easy (DC 10): Divert the attention of a creature that is currently aware of your presence, but not actively hostile towards you.
- Moderate (DC 15): Divert the attention of a creature that is actively hostile towards you or suspicious of your motives.
- Hard (DC 20): Divert the attention of a creature that is on high alert or in a state of heightened awareness.
- Severe (DC 25): Divert the attention of a creature that is immune to deception, such as a construct or an undead.
- Extreme (DC 30): Divert the attention of a creature that is naturally vigilant and perceptive, such as a dragon or a sphinx.
- Ridiculous (DC 45): Divert the attention of a creature that is almost omniscient, such as a deity or an archdemon.
Impersonate
Requirements: A disguise kit and 10 minutes to assemble a convincing disguise, or a simpler and quicker disguise at the GM's discretion. Creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC.
You attempt to pass yourself off as someone you are not by behaving, speaking, and moving like that person. You might be imitating a specific person, or just trying to blend in with a group of people. You can attempt to interact with others while disguised, but the GM rolls a secret Deception check for you against that creature's Perception DC instead of rolling openly. If you are disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating.
- Critical Success: You expertly imitate the mannerisms, voice, and movements of the person you're impersonating, and fool the creature into thinking you are that person without arousing any suspicion. Even if you change your behavior, the creature will not become suspicious unless it succeeds at another check to Seek or otherwise notice the deception.
- Success: You are able to convince the creature that you are the person you are impersonating, but the creature is more likely to become suspicious if you do anything out of character. The GM should make note of your Deception DC, so that the creature can attempt another check to Seek or otherwise notice the deception if you do anything suspicious.
- Failure: The creature can tell that you are not who you claim to be, and may become hostile or suspicious.
- Critical Failure: The creature not only realizes that you are not who you claim to be, but it also recognizes you if it would know you without a disguise. Furthermore, the GM might decide that your failed attempt at deception makes you more conspicuous and recognizable in the future.
Here are some sample DCs for Impersonation:
- Trivial (DC 5): Convince a child that you are their imaginary friend.
- Easy (DC 10): Convince a gullible person that you are a member of a group they are familiar with, such as a member of the city guard or a worker from a particular trade.
- Moderate (DC 15): Convince a wary person that you are a specific individual they know, such as a coworker, neighbor, or local merchant.
- Hard (DC 20): Convince a suspicious person that you are a specific individual they know well, such as a close friend or family member.
- Severe (DC 25): Convince a group of people that you are a respected member of a community, such as a high-ranking official or a wealthy business owner.
- Extreme (DC 30): Convince a group of people that you are a legendary figure, such as a mythic hero or a notorious villain.
- Ridiculous (DC 45): Convince a group of people that you are a demon or even the target's best friend.
- Impossible: Impersonating a deity or imitating a creature with completely different anatomy.
Special: Certain races may have natural advantages when using this skill. Additionally, proficiency in the Grifting, Acting, and Costuming Lore Skills as well as the Act practical skill may grant a bonus to checks made with this narrow skill.
Bluff
Requirements: You must be in a conversation with a creature or creatures who are capable of being deceived, and who are willing to engage in conversation with you.
Action: One Action
With this narrow skill, you attempt to deceive someone with an untruth, rolling a single Bluff check against the Perception DC or the Assess Person check of every creature you are trying to fool. Elaborate or highly unbelievable lies receive a higher circumstance bonus for the creature to resist, and some lies may be impossible to get anyone to believe.
- Critical Success: The target believes your lie and does not suspect you of anything. In addition, you gain a +2 circumstance bonus to further deceive the target.
- Success: The target believes your lie and does not suspect you of anything.
- Failure: The target doesn’t believe your lie and gains a +2 circumstance bonus against your attempts to deceive them for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
- Critical Failure: The target not only doesn't believe your lie, but they also see through it entirely. They gain a +4 circumstance bonus against your attempts to deceive them for the duration of your conversation. The target is also extremely suspicious of you in the future, and may even take hostile action.
Here are some sample DCs for the target Perception DCs or the Assess Person check, whichever is higher:
- Trivial (DC 5): A very simple lie that does not require much creativity or subtlety.
- Easy (DC 10): A simple lie that requires some creativity, but is not too difficult to pull off.
- Moderate (DC 15): A more elaborate lie that requires a good amount of creativity and subtlety to pull off.
- Hard (DC 20): A very elaborate lie that requires a lot of creativity and subtlety to pull off, and is not likely to fool more than a few people.
- Severe (DC 25): An extremely elaborate and convincing lie that would fool even the most skeptical and careful of listeners.
- Extreme (DC 30): An almost unbelievable lie that would require an incredible amount of creativity and subtlety to pull off, and would fool only the most gullible or naive of listeners.
- Ridiculous(DC 45): A lie that is so outrageous that it would be almost impossible to pull off without significant help from outside sources, such as magic or powerful allies.
- Impossible: A lie that is simply impossible to believe, such as claiming to be able to fly without any means of doing so.
Special: Characters with the Psychology and Grifting broad Lore Skills gain a +2 circumstance bonus to Bluff checks. Additionally, characters with the Charlatan background gain a +2 circumstance bonus to Bluff checks when using their Charlat
Dirty Trick
Feint
Requirements: You are within melee reach of the opponent you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.
- Critical Success: You throw your enemy’s defences against you entirely off. The target is flat-footed against melee attacks that you attempt against it until the end of your next turn.
- Success: Your foe is fooled, but only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.
- Failure: -
- Critical Failure: Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.
- Trivial (DC 5): A small animal with poor perception, such as a snail or earthworm.
- Easy (DC 10): An untrained commoner.
- Moderate (DC 15): A trained guard or soldier.
- Hard: (DC 20): A skilled warrior or experienced adventurer.
- Severe (DC 25): A powerful mage or experienced monster hunter.
- Extreme (DC 30): An incredibly perceptive foe, such as a dragon or powerful demon.
- Ridiculous(DC 45): A legendary creature or mastermind with almost supernatural levels of insight.
- Impossible: A being that cannot be deceived, such as a construct or incorporeal undead.
Diplomacy
With this skillset, you can gather information, make good impressions, request assistance, negotiate deals, and assess someone's attitude towards you.
Gather Information
Requirements: You need to spend at least 1 hour talking to people, gathering rumors, and sifting through public records or archives related to the topic or individual you are interested in.
Action: One hour.
You gather information about a specific topic or individual. The GM determines the DC of the check based on the rarity and obscurity of the information you are seeking. You attempt a Diplomacy check against the determined DC. You can use any relevant Lore Skills to gain a bonus to your check. The GM may also allow other skills, such as Society, to be used instead of Diplomacy, depending on the circumstances.
- Critical Success: You gain a wealth of accurate information about the topic or individual, and may gain additional benefits as determined by the GM.
- Success: You gather useful information about the topic or individual. The GM determines the specifics.
- Failure: You are unable to gather any useful information about the topic or individual.
- Critical Failure: You collect incorrect or misleading information about the topic or individual.
- Trivial (DC 5): Common knowledge about a well-known topic or individual.
- Easy (DC 10): Basic information about a moderately well-known topic or individual.
- Moderate (DC 15): More detailed information about a somewhat obscure topic or individual.
- Hard (DC 20): In-depth knowledge about a very obscure or secretive topic or individual.
- Severe (DC 25): Highly sensitive or classified information about a heavily guarded or secretive topic or individual.
- Extreme (DC 30): Top-level classified information about a highly restricted or esoteric topic or individual.
- Ridiculous (DC 45): Information so secret and well-guarded that it is almost impossible to obtain without extreme measures or specialized knowledge.
- Impossible: Information that cannot be obtained through normal means, or that is simply non-existent.
Make Impression
Requirements: You spend at least 1 minute interacting with one creature, during which you engage in charismatic overtures, flattery, and other acts of goodwill. The target must be able to see, hear, and understand you. This action cannot be used in the middle of combat.
You attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit.
- Critical Success: The target’s attitude toward you improves by two steps. Additionally, you gain a +2 circumstance bonus on checks to Make Impression against the target for 1 day.
- Success: The target’s attitude toward you improves by one step.
- Failure: The target’s attitude toward you remains unchanged.
- Critical Failure: The target’s attitude toward you decreases by one step. Additionally, you can't use Make Impression on that target for 1 day.
Changing Attitudes: Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only brief summaries of a creature’s disposition. The GM will supply additional nuance based on the history and beliefs of the characters you’re interacting with, and their attitudes can change by the story.
The attitudes are detailed in the Conditions Appendix and are summarized here.
- Helpful: Willing to help you and responds favorably to your requests.
- Friendly: Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
- Indifferent: Doesn’t care about you either way. (Most NPCs start indifferent.)
- Unfriendly: Dislikes you and doesn’t want to help you.
- Hostile: Actively works against you—and might attack you just because of their dislike.
No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
Special: If you have the Courtly Graces feat, you gain a +1 circumstance bonus to Make Impression checks against nobles, royalty, and others who expect such behavior. If you have the Hobnobber feat, you gain a +1 circumstance bonus to Make Impression checks against common folk and those who would be impressed by tales of adventure and daring deeds.
Make Request
Requirements: The target must be willing to consider your request, and the request must be presented in a way that aligns with their current beliefs and values.
You make a request of a creature, attempting a Diplomacy check against the request's DC, set by the GM based on the difficulty of the request.
- Critical Success: The target agrees to your request without any added provisions or alterations. Additionally, the target is more willing to help you in the future, and their attitude towards you increases by one step.
- Success: The target agrees to your request, but may demand added provisions or alterations to the request. The target's attitude towards you remains the same.
- Failure: The target refuses the request, although they might propose a less extreme alternative. The target's attitude towards you remains the same.
- Critical Failure: Not only does the target refuse the request, but their attitude towards you decreases by one step due to the inappropriateness of the request. Additionally, the target might actively oppose you in the future.
Here are some sample DCs for request difficulty:
- Trivial (DC 5): Asking for a minor favor that doesn't inconvenience the target in any way, such as borrowing a pencil or asking for directions.
- Easy (DC 10): Asking for a moderate favor that takes some effort or time from the target, such as helping you move furniture or lending you a large sum of money.
- Moderate (DC 15): Asking for a significant favor that requires the target to go out of their way or risk something important, such as putting their reputation on the line for you or revealing a minor secret they have been keeping.
- Hard: (DC 20): Asking for a significant favor that requires the target or potentially risk their life.
- Severe (DC 25): Asking for a major favor that would significantly impact the target's life or goals, such as convincing a king to abdicate the throne or convincing a cult leader to disband their organization.
- Extreme (DC 30):Asking for a life-altering favor that would completely change the target's circumstances, such as convincing a vampire to give up their immortality or asking a powerful genie to grant you a wish.
- Ridiculous(DC 45): Asking for a seemingly impossible favor that defies the laws of nature or reality, such as convincing a dragon to give up their hoard or asking a deity to resurrect a loved one.
- Impossible: Asking for a favor that is completely absurd and impossible, such as convincing a tree to walk on its roots or asking a fish to fly.
Assess Attitude
Requirements: You must be able to communicate with the target and observe their behavior for at least 1 minute.
Action: 1 minute
The Assess Attitude narrow skill allows you to read a target's body language, tone, and behavior to determine their current emotional state and intentions towards you. To use this skill, you must observe the target for at least 1 minute and make a Perception check against a DC based on the target's level of deception or hostility towards you. The GM determines the DC based on the circumstances, but typically the DC is the roll of Bluff, Impersonate, of Feint.
- Critical Success: You accurately determine the target's attitude and intentions towards you. You gain a +2 circumstance bonus on all social skill checks against the target for the next 24 hours.
- Success: You determine the target's attitude and intentions towards you. You gain a +1 circumstance bonus on all social skill checks against the target for the next 24 hours.
- Failure: You are unable to accurately determine the target's attitude and intentions towards you.
- Critical Failure: You completely misinterpret the target's attitude and intentions towards you. You suffer a -2 circumstance penalty on all social skill checks against the target for the next 24 hours.
Here are some sample DCs for assessing attitude:
- Trivial (DC 5): A target who is openly friendly and cooperative with you.
- Easy (DC 10): A target who is willing to engage in conversation with you, but is not particularly forthcoming with information.
- Moderate (DC 15): A target who is cautious and guarded in their behavior towards you, but not actively hostile or deceptive.
- Hard (DC 20): A target who is actively trying to deceive or manipulate you, or who is openly hostile towards you but attempting to hide it.
- Severe (DC 25): A target who is extremely skilled at hiding their emotions and intentions, or who is under the influence of powerful magic or other external factors that affect their behavior.
- Extreme (DC 30): A target who is completely alien to your culture and has no common frame of reference with you, or who is so skilled at deception that they can hide even the most subtle cues of their true intentions.
- Ridiculous (DC 45): A target who is so far beyond your level of understanding that their behavior is completely inscrutable, or who is under the direct influence of a deity or other similarly powerful entity that completely warps their behavior.
- Impossible: Assessing the attitude of a target who has no emotional or behavioral cues, such as an automaton or other non-sentient creature.
Security
This skillset is about controlling others through fear or respect. You can coerce them into doing what you want, demoralize them with your words, draw attention away from something, sense their motives, and spot their weaknesses.
Coerce
Requirements: You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you.
Action: 1 minute
You attempt to force a creature to do what you want, whether through veiled threats or overt force. Attempt a Coerce check against the target’s Will DC, modified by any circumstances the GM determines.
- Critical Success: The target agrees to your demands and will follow your directives for an amount of time determined by the GM, but not exceeding 1 day. Additionally, they become frightened 1 as long as they are following your directives. After the duration expires, the target becomes unfriendly (if they weren’t already) but will not retaliate against you in the short term due to their fear of your power over them.
- Success: The target agrees to your demands and will follow your directives for an amount of time determined by the GM, but not exceeding 1 day. However, they do not become frightened and may decide to act against you after the duration expires, such as reporting you to the authorities or assisting your enemies.
- Failure: The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
- Critical Failure: The target refuses to comply, becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
Here are some sample DCs for the target’s Will save:
- Trivial (DC 5): Ask a friendly shopkeeper to give you a discount.
- Easy (DC 10): Convince a guard to let you into a restricted area.
- Moderate (DC 15): Persuade a merchant to sell you an item for less than its market value.
- Hard (DC 20): Coerce a politician to vote a certain way on a controversial issue.
- Severe (DC 25): Intimidate a powerful Arcanist into revealing a secret spell.
- Extreme (DC 30): Coerce a king to give you land and titles.
- Ridiculous (DC 45): Coerce a demon to do your bidding.
- Impossible: Coerce a creature that is immune to mental effects.
Special: The Street Gangs background and the Interogation broad Lore Skills each give a +2 bonus (per proficiency) to Coerce checks. Under GM discretion, relevant Lore Skills such as antomy, psycology, gang culture may also confer a bonys.
Demoralize
Requirements: A creature within 30 feet of you who can understand the language you are speaking or can hear you.
Action: One action.
You intimidate your target with threats, insults or other means, attempting to shake their confidence and lower their combat effectiveness. Attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
- Critical Success: The target becomes frightened 2.
- Success: The target becomes frightened 1.
- Failure: The target is unaffected.
- Critical Failure: The target is bolstered and gains a +1 circumstance bonus to attack rolls for 1 round.
Here are some sample DCs for the target's Will DC:
- Trivial (DC 5): A frightened child or a non-combatant enemy.
- Easy (DC 10): A regular guard or a rookie adventurer.
- Moderate (DC 15): An experienced warrior or a trained soldier.
- Hard: (DC 20): An elite Fighter or a high-ranking officer.
- Severe (DC 25): A legendary warrior or a powerful leader.
- Extreme (DC 30): A mythical creature or a demigod.
- Ridiculous(DC 45): A deity or an ancient dragon.
- Impossible: A target that cannot be intimidated or influenced by fear.
Special: Some races or Backgrounds may grant a bonus to Demoralize checks, and characters with the Intimidating Prowess feat can use their Strength instead of their Charisma for this check.
Draw Attention
Requirements: You must be in view of your targets, and they must be able to hear or see you.
Action: One action.
You make a loud noise or gesture that draws the attention of nearby targets, making them focus on only you. The DC to draw the attention of each targets is equal to their Will DC, modified by any circumstances the GM determines (such as distance or loudness of the noise).
- Critical Success: The target becomes fully focused on you, and any attacks or abilities they use must target you for the next 1d4 rounds.
- Success: If already in combat, the target is distracted by your actions, but not fully focused. They take a -2 penalty to attack rolls against your allies for the next round. If not yet in combat, the target will seek you out first
- Failure: Your attempt to draw attention fails, and the target remains focused on their current target/task.
- Critical Failure: Your attempt to draw attention backfires, and the enemy becomes even more focused on their current target. They gain a +2 bonus to attack rolls against you and your allies for the next round.
Here are some sample DCs for the will DC of the opponents:
- Trivial (DC 5): An enemy who is already aware of you and is not currently engaged in combat.
- Easy (DC 10): An enemy who is already aware of you and is currently engaged in combat.
- Moderate (DC 15): An enemy who is not aware of you, but is nearby and on alert.
- Hard (DC 20): An enemy who is not aware of you and is not on alert, but is nearby and has reason to be suspicious.
- Severe (DC 25): An enemy who is not aware of you, is not on alert, and has no reason to be suspicious, but is within earshot of your noise or gesture.
- Extreme (DC 30): An enemy who is not aware of you, is not on alert, has no reason to be suspicious, and is not within earshot of your noise or gesture, but can see you clearly.
- Ridiculous(DC 45): An enemy who is not aware of you, is not on alert, has no reason to be suspicious, and is not within earshot or sight of your noise or gesture, but can still somehow sense your presence (such as through magic).
- Impossible: Someone with absolutely no way to detect your actions.
Special: Large and Beast-like creatures gain a +2 bonus to Draw Attention checks.
Sense Motive
Requirements: The character must be able to observe and interact with the target, and the target must be capable of conscious thought and action.
Action: One action.
Sense Motive allows the character to read the intentions and emotions of another creature. The DC is typically the Bluff, Diversion, or Impersonate roll made by the creature being observed, although the GM may set a different DC based on the situation. A character can also attempt to sense motive on a target who is not actively deceiving them, in which case the DC is 10 plus the target's Will DC.
- Critical Success: The character accurately reads the target's intentions, emotions, and any hidden motives or agendas. The character gains a +2 circumstance bonus to any further interaction with the target in the next hour.
- Success: The character gains insight into the target's emotions and can make an educated guess about their intentions. The character can ask the GM one question related to the target's motivations or feelings, which the GM must answer truthfully.
- Failure: The character cannot determine the target's intentions or emotions, and the GM may choose to provide misleading information if the character attempts to act based on their faulty reading.
- Critical Failure: The character incorrectly reads the target's emotions and intentions, and gains the opposite impression. The GM may provide false information, and the character suffers a -2 circumstance penalty to any further interaction with the target in the next hour.
Here are some sample DCs for Sense Motive:
- Trivial (DC 5): Determine if someone is feeling sad or happy.
- Easy (DC 10): Determine if someone is lying in a casual conversation or is hiding something.
- Moderate (DC 15): Determine if someone is lying in an important conversation or has a hidden agenda.
- Hard (DC 20): Determine if someone is being coerced or manipulated, or if they have a particularly strong motive or agenda.
- Severe (DC 25): Determine if someone is under a magical compulsion, or if they have particularly well-hidden motives or agendas.
- Extreme (DC 30): Determine if someone is under the influence of a particularly powerful mind-altering effect, or if they have a particularly complex and layered set of motives and agendas.
- Ridiculous (DC 45): Determine if someone is under the influence of a divine or cosmic power, or if they are completely immune to normal sense motive attempts.
- Impossible: Sense Motive cannot determine the intentions or emotions of non-sentient creatures or objects.
Special:
Spot Weakness
Requirements: You must have a clear line of sight to the target and be within 30 feet.
Action: One action.
You quickly assess your target, scanning for vulnerabilities that could be exploited. The DC for this check is determined by the target's level of deception, concealment, or protection. For example, spotting a loose brick in a wall may be a trivial DC5, while identifying a weak spot in a heavily-armored foe may be a severe DC25.
- Critical Success: You spot a weakness that can be immediately exploited, granting a +2 circumstance bonus to your next attack roll against the target.
- Success: You identify a potential weakness but cannot immediately exploit it. You gain a general idea of what the weakness is and any relevant information, such as how to bypass a security system or the best way to damage a structure.
- Failure: You are unable to spot any weaknesses in the target and gain no information.
- Critical Failure: You misread the target and believe a false weakness exists, leading to a -2 circumstance penalty to your next attack roll against the target.
Here are some sample DCs for spotting weaknesses:
- Trivial (DC 5): Spotting a loose brick in a wall.
- Easy (DC 10): Identifying an unsecured door in a building.
- Moderate (DC 15): Spotting a weak spot in a piece of armor.
- Hard: (DC 20): Identifying a concealed trap in a room.
- Severe (DC 25): Spotting a weak point in a heavily fortified structure.
- Extreme (DC 30): Identifying a vulnerability in a magically-protected object.
- Ridiculous(DC 45): Finding a vulnerability in an ancient artifact that has been hidden for centuries.
- Impossible: Spotting a weakness that does not exist.
Special: Characters with the Detective lore skill gain a +2 circumstance bonus to this check when searching for weaknesses in people or objects. Certain races or Backgrounds may also grant bonuses to this skill in specific situations, such as dwarves identifying weaknesses in stone structures or rogues spotting traps.
Investigation
With this skillset, you can find clues, research information, learn new skills, analyze evidence, and conduct surveillance.
Research (one-hour activity)
Requirements: You have access to a library, archive, or an expert.
You dedicate an hour to research, attempting an Investigation check against the Research DC. The GM sets the DC based on the quality of the resources you have available.
- Critical Success: You find exactly what you're looking for and gain a +2 circumstance bonus to any further Investigation checks related to the topic for the remainder of the scenario.
- Success: You find some useful information.
- Failure: You fail to find any relevant information.
- Critical Failure: You find false or misleading information and gain a –2 circumstance penalty to any further Investigation checks related to the topic for the remainder of the scenario.
Here are some sample DCs for research:
- Trivial (DC 5): Finding a simple and common fact in a well-known book.
- Easy (DC 10): Finding a piece of information in a more obscure source.
- Moderate (DC 15): Researching a rare and specific piece of information.
- Hard (DC 20): Piecing together information from several different sources to gain a deeper understanding of a topic.
- Severe (DC 25): Deciphering a complex code or language to gain access to hidden knowledge.
- Extreme (DC 30): Uncovering a long-lost secret or discovering a new breakthrough in a field of study.
- Ridiculous (DC 45): Uncovering a legendary lost artifact or deciphering an alien language.
- Impossible: Attempting to learn a skill that is impossible to learn through research alone.
Learn Skill
Requirements: You have access to a library, archive, or an expert.
You dedicate a period of time to independent research to gain proficiency in a practical or narrow lore skill, attempting an Investigation check against the Research DC, as determined by the proficiency rank one hopes to gain. The GM sets the DC based on the quality of the resources you have available.
You can dedicate up to 6 hours per day to this action. The time required to gain proficiency depends on the rank you hope to achieve, as shown in the following table. If you spend at least 6 hours in a day, you can attempt the check to learn the skill.
Proficiency Rank | Research DC | Hours Required |
---|---|---|
Trained | 10 | 8 |
Expert | 15 | 60 |
Master | 20 | 300 |
Legendary | 35 | 800 |
Note: Combining this skill with someone who has at least one rank higher than the skill you wish to learn can amplify the effect, allowing you to gain up to four times the hours spent researching in the unlikely event of a joined critical success.
- Critical Success: You study hard and keep focus, gaining double the hours spent researching towards your total.
- Success: You gain the hours spent researching, adding them to your total for the relevant skill.
- Failure: You lose focus and fail to retain the knowledge, gaining only half the hours spent researching.
- Critical Failure: You misunderstand the resources and lose half the hours spent researching. The GM may decide that you remember a specific piece of wrong information.
Circumstance | Modifier |
---|---|
High-quality research material or a skilled teacher | -5 |
Decent research material or an average teacher | +0 |
Poor research material or a subpar teacher | +5 |
Mental distraction or fatigue | +5 |
Mental clarity and focus | -5 |
Find Clues
Requirements: You must be searching an area for clues, interesting items, or secret passages.
Action: One minute per 30 ft. radius.
With this skill, you can spot clues or hidden items that may have been overlooked. The DC of the check is determined by how hard the clue or item is to spot and if it is actively being hidden. The GM should set the DC based on the circumstances of the search. If you are searching for a specific item, the GM may choose to set a higher DC than if you are searching for any clues in general.
- Critical Success: You find the clue, item, or passage and gain a +2 circumstance bonus to any further investigation checks related to it.
- Success: You find the clue, item, or passage.
- Failure: You do not find anything of interest.
- Critical Failure: You are convinced that you have found something of interest, but it is a false lead or trap that leads you astray. The GM should determine what happens next.
Here are some sample DCs for spotting clues:
- Trivial (DC 5): A plainly visible clue that is not being hidden, such as a document left in plain sight.
- Easy (DC 10): A clue that is partially hidden, such as a document tucked away in a drawer or a small trap door hidden under a rug.
- Moderate (DC 15): A well-hidden clue, such as a false book on a bookshelf or a hidden switch behind a painting.
- Hard: (DC 20): A cleverly hidden clue, such as a secret compartment in a wall or a hidden trap door in the ceiling.
- Severe (DC 25): A nearly impossible to find clue, such as a hidden passage behind a magical illusion.
- Extreme (DC 30): A clue that requires an incredible amount of deduction or skill to find, such as deciphering a complex puzzle or uncovering a hidden message in a painting.
- Ridiculous (DC 45): A clue that only the most skilled and knowledgeable in the world would be able to find.
- Impossible: A clue that is impossible to find without divine intervention or a specific magical ability.
Special: Characters with the Detective background gain a +2 circumstance bonus to Find Clues checks. Characters with the Lore skill "Criminal Underworld" gain a +1 circumstance bonus to Find Clues checks related to criminal activity.
Analyze Clues
Requirements: You have already located or are in possession of a clue.
You investigate an existing clue to uncover information about a specific topic or question. The GM sets the DC based on the complexity of the information and how well-hidden the clues are. You might need to spend additional actions to examine specific objects or areas within the larger area you are investigating.
- Critical Success: You uncover a significant piece of information related to your question or topic. The GM provides you with a detailed answer or additional clues to further your investigation.
- Success: You uncover a piece of information related to your question or topic. The GM provides you with a general answer or a few basic clues to further your investigation.
- Failure: You do not uncover any useful information and your investigation ends for the moment.
- Critical Failure: You misinterpret the clues or accidentally destroy them, making it harder to uncover information related to your question or topic. The GM might provide you with false information or lead you down the wrong path.
Here are some sample DCs for analyzing clues:
- Trivial (DC 5): Determine if a clue is significant or not.
- Easy (DC 10): Determine the age, origin, or source of a clue.
- Moderate (DC 15): Determine the purpose, meaning, or context of a clue.
- Hard: (DC 20): Determine the identity, location, or activity of a person or object related to the clue.
- Severe (DC 25): Uncover a hidden or secret message within the clue.
- Extreme (DC 30): Uncover a complex or encrypted message within the clue.
- Ridiculous(DC 45): Uncover a message that has been deliberately hidden or disguised, and requires the assistance of other investigation or Lore Skills to fully decipher.
- Impossible: The clue is indecipherable or nonexistent.
Special: Characters with the Lore skill in the relevant subject matter gain a +2 bonus to Analyze Clues checks.
Surveillance
Requirements: You must have access to the person you wish to study and be able to observe them for a significant amount of time (typically around 1 hour).
Action: Variable
The Surveillance skill allows you to gain information on a specific target (person). This can be used to learn about a person's habits, likes, dislikes, and general demeanor. You can also use this skill to determine a person's motivations and intentions, as well as any secrets they may be keeping. The DC for this skill check is set by the GM based on how easily one should be able to learn about the person if used actively. The skill can be repeatedly rolled for long-term survelience. A quick Surveillance check can also be done to combat a Create Diversion and Impersonate check.
- Critical Success: You learn a significant amount of information about the target, including a secret they may be keeping. You gain a +2 circumstance bonus to all Charisma-based checks against the target for the next 24 hours.
- Success: You learn some information about the target, such as their habits or general demeanor. You gain a +1 circumstance bonus to all Charisma-based checks against the target for the next 24 hours.
- Failure: You fail to learn any significant information about the target.
- Critical Failure: You misunderstand the target's actions and motivations, gaining false or misleading information. You take a -2 circumstance penalty to all checks against the target for the next 24 hours.
Here are some sample DCs for the Surveillance skill:
- Trivial (DC 5): Learn basic information about a person, such as their name or where they live.
- Easy (DC 10): Learn more detailed information about a person, such as their hobbies or occupation.
- Moderate (DC 15): Learn personal information about a person, such as their family or close friends.
- Hard (DC 20): Discover a person's motivations or secrets they are keeping.
- Severe (DC 25): Gain a deep understanding of a person's psyche and personality traits.
- Extreme (DC 30): Learn everything there is to know about a person, including their deepest secrets and hidden talents.
- Ridiculous (DC 45): Gain complete understaning over a person's actions and thoughts, as if you were reading their mind.
- Impossible: Learn information about a person who is completely inaccessible or has no personal history or characteristics.
Leadership
This skillset is all about inspiring and motivating others. You can inspire courage in your allies, motivate them to do better, suggest tactics to use in combat, teach them new skills, and counsel them when they need it.
Inspire Courage
Requirements: You must be able to communicate with and be seen or heard by allies who can see or hear you.
You encourage your allies, granting them a morale bonus to their next combat roll.
- Critical Success: The bonus lasts for the entire round.
- Success: The bonus increases to +1 per proficiency rank.
- Failure: The bonus stays at +1 despite your proficiency rank (Your allies can see that at least you're trying), and you can't use this action again this round.
- Critical Failure: No bonus is applied, and you can't use this action again for 1 minute.
The DC is based on how receptive the audience may be to your words:
- Trivial (DC 5): A small group who already respect and follow you.
- Easy (DC 10): A larger group who are familiar with you and your leadership.
- Moderate (DC 15): A group who are not familiar with you or your leadership, but are willing to listen and follow your lead.
- Hard: (DC 20): A group who are initially skeptical or resistant to your leadership, but may be won over with the right words and actions.
- Severe (DC 25): A group who are actively hostile or opposed to your leadership, but may be convinced to follow your lead with great effort and persuasion.
- Extreme (DC 30): A group who are deeply entrenched in their beliefs and unlikely to follow anyone outside their own culture or group.
- Ridiculous(DC 45): A group that belongs to a culture or group that is traditionally hostile or opposed to your own, and who see you as an outsider or enemy.
Special: Characters with the Warfare Lore skill gain a +2 circumstance bonus to their Inspire Courage checks when attempting to inspire allies who are already part of a well-organized military unit or similar organization.
Motivate
Requirements: You must be able to communicate with the ally and have a positive relationship with them.
Action: One round.
You motivate an ally through positive reinforcement. If successful, the ally gains a +1 morale bonus, per proficiency rank, to skill checks for 1 minute (or, if longer, the time it takes for the skill check to be complete).
- Critical Success: The bonus increases to +2 and allies within 30 feet gain the bonus as well.
- Success: The ally gains the bonus.
- Failure: You do not grant any bonus.
- Critical Failure: The ally gets a -1 status penalty to skill checks for 1 minute, and you can't use this action again for 1 hour.
The DC is based on the size of the audience and how receptive the audience may be to your words:
- Trivial (DC 5): A close friend and simple task.
- Easy (DC 10): A team member and task with a tight deadline.
- Moderate (DC 15): A group needing to work together effectively in a high-stress situation.
- Hard: (DC 20): A group of strangers to work together effectively in a high-stress situation.
- Severe (DC 25): A small army to fight against an overwhelming enemy force.
- Extreme (DC 30): An entire city to work together to rebuild after a natural disaster.
- Ridiculous(DC 45): An entire kingdom to put their differences aside and work towards a common goal.
- Impossible: Motivating a person who is completely unwilling to cooperate or listen to reason.
Special: Some races or Backgrounds may have a natural talent for motivating others, granting them a bonus to the skill.
Suggest Tactic
Requirements: You must be able to communicate with and be seen or heard by allies who can see or hear you. If desired by the GM, you must express what this tactic is
Action: One action.
You suggest a tactic to your NPC allies that they can use during their next turn. Your allies gain a +2 circumstance bonus to all their attack rolls, damage rolls, or skill checks they attempt that turn, as long as it's related to the tactic you suggested. If the tactic doesn't make sense or can't be applied in the current situation, this action has no effect. The DC for the skill check is determined by the GM based on the complexity, effectiveness, risks, and creativity of the tactic being suggested (Suggested range of 15-25). If no Tactic is suggested, it could instead be influenced by the number of allies affected, and the difficulty of the situation. The DC should be challenging but achievable, allowing for both successes and failures to occur.
- Critical Success: The bonus increases to +3 per proficiency rank, and all allies within 100 feet can benefit from the tactic.
- Success: The bonus increases to +2 per proficiency rank, and all allies within 30 feet can benefit from the tactic.
- Failure: The bonus remains at a flat +2.
- Critical Failure: No bonus is applied, and you temperaily lose respect and can't use this action again on the same allies for 1 hour.
The DC is based on how receptive the audience may be to your tactic:
- Trivial (DC 5): A small group who already respect and follow you.
- Easy (DC 10): A larger group who are familiar with you and your leadership.
- Moderate (DC 15): A group who are not familiar with you or your leadership, but are willing to listen and follow your lead.
- Hard: (DC 20): A group who are initially skeptical or resistant to your leadership, but may be won over with the right words and actions.
- Severe (DC 25): A group who are actively hostile or opposed to your leadership, but may be convinced to follow your lead with great effort and persuasion.
- Extreme (DC 30): A group who are deeply entrenched in their beliefs and unlikely to follow anyone outside their own culture or group.
- Ridiculous(DC 45): A group that belongs to a culture or group that is traditionally hostile or opposed to your own, and who see you as an outsider or enemy.
Teach
Requirements: You must have a Leadership proficiency of the rank you are training to, and proficiency in the skill at least one rank higher than the rank you are training the other player or NPC to.
Action: 1-6 hours per day.
You take time to train another player or NPC in a particular skill (lore or practical). It takes a total of 8 hours to train them to the "trained" rank, 60 hours to train them to the "expert" rank, and 300 hours to train them to the "master" rank. During this time, they must be able to also dedicate their time to learning from you. If the student uses the Investigate skill to study during the teaching, they can earn double the hours on a success, triple on a critical success, but gain none on a critical failure. Every time you use the skill, specify the number of hours decided to spend teaching (max of 6 per day). If the roll is successful, add these hours to the students' total.
- Critical Success: Your teaching is so effective, the number of hours spent teaching counts for double
- Success: You successfully train the other player or NPC, adding the number of hours taught.
- Failure: You fail to adequately train the other player or NPC. They do not gain the hours, and you cannot use this action again for the day.
- Critical Failure: You provide incorrect or harmful information to the other player or NPC, causing them to actually decrease their hour total for this skill. You cannot use this action again for 2 days as you try to fill in your own gaps in knowledge.
Counsel
Requirements: The target must be willing to receive counsel from you, and you must have had a meaningful interaction with them in the past day.
Action: One hour.
You offer mental support and advice to a target who is dealing with stress or mental strain. Attempt a Leadership check against the mental effects DC of the target. The DC may be affected by the level of trust and familiarity between you and the target. After you attempt to Counsel a target, you can’t try again until after the next time the target experiences significant stress or mental strain.
- Critical Success: The target gains a +4 morale bonus to all mental effect saves for the next 24 hours.
- Success: The target gains a +2 morale bonus to all mental effect saves for the next 24 hours.
- Failure: The target gains no bonus to mental effect saves.
- Critical Failure: The target takes a -2 morale penalty to all mental effect saves for the next 24 hours.
Here are some sample DCs for the target’s mental effects DC:
- Trivial (DC 5): A minor worry, such as being nervous about meeting someone new.
- Easy (DC 10): A moderate source of stress, such as worrying about an upcoming exam or a difficult conversation.
- Moderate (DC 15): A significant source of stress, such as grief from a major loss or anxiety about a life-changing decision.
- Hard (DC 20): A traumatic event or serious mental health concern, such as PTSD or depression.
- Severe (DC 25): An extreme mental health concern, such as schizophrenia or severe bipolar disorder.
- Extreme (DC 30): A rare and devastating mental health concern, such as multiple personality disorder or dissociative fugue.
- Ridiculous (DC 45): A near-impossible mental health concern, such as a psychopath's delusion or a deranged god's influence.
- Impossible: A mental health concern that is beyond the realm of possibility, such as curing a curse that causes insanity.
Medicine
With this skillset, you can provide basic first aid, diagnose illnesses, treat diseases and poisons, and heal wounds..
First Aid
Requirements: You have healer’s tools.
You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
- Stabilize: Attempt a First Aid check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). If successful, the creature loses the dying condition (but remains unconscious).
- Stop Bleeding: Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleeding. If successful, the creature attempts a flat check to end the bleeding.
- Critical Failure: If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
Diagnose
Requirements: A creature is able to be assessed.
Action: Variable
You can assess the condition and nature of a poison, disease, wound, or mental effect afflicting a creature. The DC of the check is based on the severity of the ailment and the willingness of the target to be assessed. The DC also increases if the target is actively fighting or under attack.
- Critical Success: You know the exact nature of the ailment, its effects, and the best way to treat it. Any attempts to treat the ailment gains a +2 status bonus per proficiency rankand the target, also having a clearer understanding of the issue, gains a +1 status bonus per proficiency rank to saves against the ailment for the next hour..
- Success: You can identify the general nature of the ailment and determine the best way to treat it. Any attempts to treat the ailment gains a +1 status bonus per proficiency rank.
- Failure: You are unable to determine the nature of the ailment and cannot provide any assistance.
- Critical Failure: You misdiagnose the ailment and provide incorrect information, which causes the target to suffer a -1 status penalty to saves against the ailment for the next hour.
Here are some sample DCs for Diagnose:
- Trivial (DC 5): Identify a minor injury or the effects of a common poison.
- Easy (DC 10): Identify a moderate injury or the effects of a rare poison or disease.
- Moderate (DC 15): Identify a severe injury or the effects of a potent poison or disease.
- Hard (DC 20): Identify a critical injury or the effects of a legendary poison or disease.
- Severe (DC 25): Identify a catastrophic injury or the effects of a supernatural poison or disease.
- Extreme (DC 30): Identify a near-fatal injury or the effects of an otherworldly poison or disease.
- Ridiculous (DC 45): Identify a lethal injury or the effects of an apocalyptic poison or disease.
- Impossible: Identify an ailment that cannot be diagnosed.
Special: Characters with the Medicine skill or the Lore (Medicine) skill gain a +2 bonus to this check. Characters with the Healer background gain a +1 bonus to this check. Additionally, some races may have natural resistance or vulnerability to certain ailments, which can affect the DC of this check.
Treat Disease
Requirements: You have healer’s tools.
You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease’s DC. After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease.
- Critical Success: You grant the creature a +4 circumstance bonus to its next saving throw against the disease.
- Success: You grant the creature a +2 circumstance bonus to its next saving throw against the disease.
- Failure: -
- Critical Failure: Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.
Treat Poison
Requirements: You have healer’s tools.
You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.
- Critical Success: You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
- Success: You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
- Critical Failure: Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
Treat Wounds
Requirements: You have healer's tools.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional Healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.
- Critical Success: The target regains 4d8 Hit Points, and its wounded condition is removed.
- Success: The target regains 2d8 Hit Points, and its wounded condition is removed.
- Critical Failure: The target takes 1d8 damage.
Navigation
This skillset focuses on finding your way in the world. You can sense directions, plot courses, create maps of new areas, navigate the seas, and assess your environment for potential dangers.
Sense Direction
Using the stars, the position of the sun, traits of the geography or flora, or the behaviour of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction.
- Critical Success: You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
- Success: You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
- Failure: You become disoriented and are unable to determine your location or direction. You must remain stationary for at least an hour to try again.
- Critical Failure: You become convinced that you know exactly where you are and which direction to go but are in fact completely wrong.
Here are some sample DCs for Sense Direction:
- Trivial (DC 5): Determine the direction of the sun or moon.
- Easy (DC 10): Determine direction based on the position of the stars or local landmarks.
- Moderate (DC 15): Determine direction when there is a cloudy sky or no visible landmarks.
- Hard: (DC 20): Determine direction in a dense forest or other terrain with limited visibility.
- Severe (DC 25): Determine direction during a storm or other adverse weather conditions.
- Extreme (DC 30): Determine direction in an area with no visible celestial bodies and no landmarks.
- Ridiculous(DC 45): Determine direction in a subterranean environment, such as a cave or dungeon.
- Impossible: Determine direction in a void or when all indicators are obscured.
Special: Characters with the Naturalist Lore skill gain a +2 bonus to this skill when using flora or fauna as indicators. Rangers gain a +2 bonus to this skill when in their favored terrain.
Plot a Course
Requirements: You have access to a map or other navigational aid.
Action: 1 minute
Using a map or knowledge of the land, you can plot a course to be followed for up to 1 day. The GM determines the DC and how long this activity takes based on the availability of helpful information, such as the quality of the map and the local knowledge of the area. The complexity of the terrain being traversed also affects the DC, with more challenging terrain requiring a higher DC.
- Critical Success: You plot an incredibly efficient and safe course, taking advantage of shortcuts and avoiding danger. You and any allies following your course gain a +2 circumstance bonus to Survival checks made to avoid getting lost.
- Success: You successfully plot a course that will efficiently and safely take you to your destination. You and any allies following your course gain a +1 circumstance bonus to Survival checks made to avoid getting lost.
- Failure: Your plotted course is flawed, leading to complications and delays. You and any allies following your course gain a -1 circumstance penalty to Survival checks made to avoid getting lost.
- Critical Failure: Your plotted course is completely wrong, leading you and any allies following your course astray. You are lost, and until you can successfully plot a new course, you and any allies following your course take a -4 circumstance penalty to all Survival checks.
Here are some sample DCs for Plot a Course:
- Trivial (DC 5): Plotting a course through familiar terrain, such as a well-known city or a frequently traveled road.
- Easy (DC 10): Plotting a course through mildly challenging terrain, such as a forest with a clear path or a river with a known flow.
- Moderate (DC 15): Plotting a course through difficult terrain, such as a dense jungle or a mountain range with multiple peaks and valleys.
- Hard: (DC 20): Plotting a course through treacherous terrain, such as a hazardous desert or a labyrinthine cave system.
- Severe (DC 25): Plotting a course through extremely dangerous terrain, such as a volcanic wasteland or a frozen tundra with shifting ice floes.
- Extreme (DC 30): Plotting a course through nearly impassable terrain, such as a deadly swamp with hidden bogs or a ruined city with unstable structures.
- Ridiculous(DC 45): Plotting a course through terrain that is nearly impossible to navigate, such as a constantly shifting maze of sand dunes or a sprawling underground network of tunnels and caverns filled with traps and hazards.
- Impossible: Plotting a course through terrain that defies all logic and reason, such as a chaotic plane of existence or a constantly changing dreamscape.
Special: Characters with the Survival skill can assist with this task, providing a +2 circumstance bonus to the Plot a Course check. Characters with the Cartography lore skill gain a +1 circumstance bonus to the Plot a Course check when using a map.
Create Map
Requirements: A clear view of the surrounding area, knowledge of mapmaking tools and techniques, and access to materials to create the map (such as parchment and ink).
Action: This skill can take anywhere from one hour to several hours, depending on the size and complexity of the area being mapped.
A skilled navigator can use their observations and knowledge of mapmaking techniques to create a detailed and accurate map of the surrounding area. The DC for this skill depends on the complexity of the terrain being mapped, as well as the availability of helpful information such as local knowledge and nearby landmarks. In general, the DC for creating a basic map of a simple area, such as a small town or simple landscape, would be 10. For more complex areas, such as a dense forest or labyrinthine cave system, the DC could range from 15 to 25. The GM will determine the DC and time required based on the specifics of the situation.
- Critical Success: The map is not only accurate, but also includes useful annotations and details, such as nearby water sources, potential hazards, and other points of interest.
- Success: The map is accurate and useful for basic navigation and course plotting.
- Failure: The map contains errors or is incomplete, making it less useful for navigation or sale.
- Critical Failure: The map is completely inaccurate and unusable, potentially leading to dangerous navigation or lost time.
Here are some sample DCs for mapmaking based on the complexity of the terrain:
- Trivial (DC 5): Creating a basic map of a small, simple area, such as a house or small garden.
- Easy (DC 10): Creating a simple map of a small, uncomplicated area, such as a small town or open plain.
- Moderate (DC 15): Creating a map of a more complex area, such as a dense forest, hilly terrain, or a small cave system.
- Hard (DC 20): Creating a map of a challenging area, such as a large, complicated cave system or a mountain range.
- Severe (DC 25): Creating a map of a highly challenging area, such as a dense jungle or a complex underground Labyrinth.
- Extreme (DC 30): Creating a map of an extremely difficult area, such as a treacherous mountain pass or a dangerous, twisting river.
- Ridiculous(DC 45): Creating a map of an almost impossible area, such as a large, unexplored wilderness or a complex, multi-level dungeon.
- Impossible: Attempting to create a map of an area that is impossible to map, such as the shifting sands of a desert or the constantly changing terrain of a magically altered landscape.
Special: Characters with the Lore (Cartography) skill gain a +2 bonus to their Create Map skill checks.
Seafaring
Requirements: A boat or other sea-faring vehicle
Action: One Action
The Seafaring skill represents a character's ability to navigate and operate a sea-faring vehicle. This skill enables the character to handle different types of boats and ships, maneuver through dangerous waters, and read nautical charts to determine the ship's location. The DC to roll against is determined by the difficulty of the task at hand, such as navigating through a storm, avoiding an obstacle in the water, or docking the ship in a crowded port.
- Critical Success: The character expertly navigates through the dangerous waters, avoids any obstacles, and reaches their destination quickly and efficiently. They can even gain a favorable wind to boost the ship's speed for the remainder of the journey.
- Success: The character successfully navigates through the waters, avoids most obstacles, and reaches their destination in a reasonable amount of time.
- Failure: The character faces difficulty navigating throughathe waters, may hit an obstacle, or may take longer than expected to reach their destination. There may also be additional consequences, such as damage to the ship or loss of supplies.
- Critical Failure: The character fails to navigate the waters and may suffer significant consequences, such as being stranded at sea or crashing the ship. This may result in damage to the ship, loss of supplies, and even putting the crew in danger.
Here are some sample DCs for seafaring tasks:
- Trivial (DC 5): Docking the ship in a calm port with no other vessels around.
- Easy (DC 10): Navigating through calm waters with no obstacles or weather interference.
- Moderate (DC 15): Navigating through rough waters with moderate winds and waves, or docking the ship in a moderately crowded port.
- Hard: (DC 20): Navigating through a storm or heavy fog, or docking the ship in a crowded and chaotic port.
- Severe (DC 25): Navigating through treacherous waters with strong currents or dangerous obstacles, or docking the ship in a heavily fortified port.
- Extreme (DC 30): Navigating through a hurricane or other extreme weather conditions, or docking the ship in a hostile port with enemy vessels nearby.
- Ridiculous(DC 45): Sailing through uncharted waters filled with dangerous sea monsters, or docking the ship in a heavily guarded and fortified port with magical defenses.
- Impossible: Sailing through a portal to another plane of existence or navigating through a magical storm that defies all natural laws.
Special: Characters with the Sailor background gain a +2 bonus to the Seafaring skill. Characters with the Cartography lore skill can use it to gain a +1 bonus to Seafaring when reading nautical charts.
Assess Environment
Requirements: A few minutes to observe and analyze the environment
Action: 2 actions
This skill allows you to observe an environment and deduce its properties. The DC to assess an environment depends on the complexity of the environment and the player's ability to accurately observe a sufficient part of it. For example, assessing a simple forest might have a DC of 10, while assessing a complex city might have a DC of 20.
- Critical Success: You accurately assess the environment and can predict any upcoming weather or potential danger. Additionally, you can accurately predict potential food sources and resources that could be useful.
- Success: You accurately assess the environment and can predict any upcoming weather or potential danger. Additionally, you can make an educated guess about potential food sources and resources that could be useful.
- Failure: You are unable to accurately assess the environment and your predictions about weather or potential danger are incorrect. You may also miss potentially useful resources or food sources that could have been observed.
- Critical Failure: Your assessment is completely incorrect and any predictions or deductions you make are wildly inaccurate. You may also miss potentially dangerous or harmful elements of the environment.
Here are some sample DCs for assessing an environment:
- Trivial (DC 5): Assessing the weather in a clear and open field
- Easy (DC 10): Assessing the weather in a forest or small town
- Moderate (DC 15): Assessing the weather and potential dangers in a large city or dense forest
- Hard: (DC 20): Assessing the weather and potential dangers in a complex city or dense jungle
- Severe (DC 25): Assessing the weather and potential dangers in a harsh desert or treacherous mountain range
- Extreme (DC 30): Assessing the weather and potential dangers in a volatile volcanic region or an uncharted wilderness
- Ridiculous(DC 45): Assessing the weather and potential dangers in an alien world, with completely unknown flora, fauna, and weather patterns
- Impossible: Predicting the precise movements of a powerful elemental force.
Special: Characters with the Navigation Lore skill gain a +2 bonus to their Assess Environment skill check.
Performance
Performance measures your ability to perform artistic or entertaining acts, such as singing, dancing, or acting. You use your talents to impress a crowd or make a living.
BASIC COMPETENCE
Some performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you’re dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches!
PERFORMANCE TRAITS
When you use an action that utilizes the Performance skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performance-based traits are listed below.
Performance | Additional Traits |
---|---|
Act or Amuse | Auditory, linguistic, and visual |
Dance | Move and visual |
Play an instrument | Auditory and manipulate |
Sing | Auditory and linguistic |
Sing/Dance/Act/Play/Amuse
Requirements: You must have the relevant tools.You entertain others with a display of artistic skill, such as singing, dancing, or acting. The DC of the check is determined by the complexity of the performance and the difficulty of impressing the audience.
- Critical Success: The audience is completely captivated by your performance, giving you their full attention and even showering you with rewards and accolades.
- Success: The audience is entertained by your performance and shows appreciation, but may not be completely won over.
- Failure: The audience is unimpressed by your performance and may become bored or even hostile.
- Critical Failure: The audience is insulted by your performance and may actively heckle or attack you.
- Untrained: Sing a simple folk song or do a basic dance routine for a small group of friends.
- Trained: Perform a dramatic monologue or a complex musical piece for a larger audience.
- Expert: Stage a full theatrical production or perform a virtuosic instrumental solo for a critical audience.
- Master: Direct a full-scale musical or perform a masterpiece of dance, earning the highest acclaim from the most discerning audiences.
- Legendary: Create an entirely new art form or perform an unparalleled feat of artistic expression that will be remembered for generations to come.
You must be trained in Performance to use it to Earn Income. Earn Income by staging a performance.
Special: The benefits of performance CAN be stacked as long as the performance type is different.
Stealth
With this skillset, you can hide objects or yourself, sneak past others without being seen, monitor someone's path, and communicate silently with others.
Being StealthyIf you want to sneak around when there are creatures that can see you, you can use a combination of Hide and Sneak to do so. First, Hide behind something (either by taking advantage of cover or having the concealed condition due to fog, a spell, or a similar effect). A successful Stealth check makes you hidden, though the creatures still know roughly where you are.
Second, now that you’re hidden, you can Sneak. That means you can move at half your Speed and attempt another Stealth check. If it’s successful, you’re now undetected. That means the creatures don’t know which square you’re in anymore. If you were approaching creatures that didn’t know you were there, you could begin Sneaking right away, since they didn’t know your location to start with. Some actions can cause you to become observed again, but they’re mostly what you’d expect: standing out in the open, attacking someone, making a bunch of noise, and so forth. If you Strike someone after successfully Hiding or Sneaking, though, they’re flat-footed to that Strike.
Creatures can try to find you using the Seek action. Three conditions explain the states of detection. Remember that these conditions are relative to each creature - you can be observed by one creature, hidden from another, and undetected by a third.
OBSERVED: You’re in the creature’s clear view.
HIDDEN: The creature knows your location but can’t see you.
UNDETECTED: The creature doesn’t know your location.
Conceal Object
Requirements: You have a small object of light Bulk to hide.
You manipulate and hide a small object on your person or somewhere else, attempting a Stealth check against the Perception DC of any passive observer who might notice it. If someone is specifically searching for the object, they can attempt a Perception check against your Stealth DC.
- Critical Success: The object is completely hidden and would be difficult to find even with a thorough search.
- Success: The object is reasonably well-hidden and would require a thorough search to find.
- Failure: The object is not well-hidden and may be easily spotted by someone searching for it.
- Critical Failure: The object is not only visible, but draws attention to itself and may be noticed even by those not actively searching for it.
- Untrained: Conceal a small object, such as a coin or a key, in a pocket or pouch.
- Trained: Conceal a medium-sized object, such as a dagger or a potion, on your person or in a bag.
- Expert: Conceal a large object, such as a sword or a shield, in the environment or on your person using special techniques.
- Master: Conceal an object that is actively being searched for, or that is heavily guarded or scrutinized.
- Legendary: Conceal an object in plain sight, or hide an object in a location that is seemingly impossible to reach or access.
Hide
Requirements: You are in a square that contains cover, greater cover, or concealment.
You attempt to hide yourself from view, either by blending into your surroundings, using cover, or otherwise concealing yourself. The DC of the check is determined by the quality and amount of cover or concealment available, the lighting conditions, and the observer's perception. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have "cover" or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check.
- Critical Success: You remain hidden from view and cannot be located by observers unless they take specific actions to find you. You are able to take one action that is not only Hide, Sneak, or Step without losing your hidden status (within reason / GM discretion)
- Success: If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition. If you successfully become hidden from a creature but then cease to have "cover" or "greater cover" against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step.
- Failure: You remain observed.
- Critical Failure: You draw unwanted attention to yourself, and observers are likely to notice you and any companions in the area.
If you attempt to Strike a creature, the creature remains flatfooted against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
Sneak
Requirements: You must attempt to move to another place while becoming or staying undetected, and must Stride up to half your Speed (or use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed).
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
- Critical Success: You’re undetected by the creature throughout your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden from it as a result, you must Sneak if you want to become undetected by that creature again.
- Success: You’re undetected by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
- Failure: A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
- Critical Failure: You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
- Untrained: Move quietly to avoid waking someone sleeping in a quiet room.
- Trained: Move quietly to avoid detection by a distracted guard or someone in a noisy environment.
- Expert: Move quietly and remain hidden in dim light or shadows to avoid detection by a vigilant guard or someone actively searching for you.
- Master: Move quietly and remain hidden in complete darkness or cover to avoid detection by a highly observant guard or someone with supernatural senses.
- Legendary: Move quietly and remain hidden while traversing an open space, such as crossing a courtyard or navigating a busy street, without being detected.
Monitor Path
Requirements: You must have a clear view of a group of people that you want to observe for at least 1 minute. The group must be moving in a way that suggests they are guarding something, such as a castle perimeter or a caravan.
Action: 2 actions
You observe the group and their movements, taking note of their patrol routes and the places they seem to be paying more attention to. You then use this information to plan a path that would allow you to move without being seen. The DC to monitor the path is determined by the skill and attention of the guards, as well as the quality of hiding places on the way.
- Critical Success: You are able to determine a path that is practically invisible to the guards. You can move along the path with ease, and the guards will not be able to detect you even if they actively search for you.
- Success: You are able to determine a path that provides good cover from the guards' line of sight. You can move along the path relatively easily, but you still need to exercise caution and may need to hide at certain points to avoid detection.
- Failure: You are unable to determine a path that provides sufficient cover from the guards' line of sight. Attempting to move along the path you planned would be risky, and you are likely to be detected.
- Critical Failure: You misread the guards' movements and choose a path that leads you directly into their line of sight. You are immediately detected and may face consequences depending on the situation.
Here are some sample DCs for Monitoring a Path:
- Trivial (DC 5): Observing a group of guards who are not particularly attentive, and who are guarding an area with few hiding places.
- Easy (DC 10): Observing a group of moderately attentive guards who are guarding an area with some decent hiding places.
- Moderate (DC 15): Observing a group of highly attentive guards who are guarding an area with difficult-to-reach hiding places.
- Hard (DC 20): Observing a group of expert guards who are guarding an area with very few hiding places, and who are actively looking for intruders.
- Severe (DC 25): Observing a group of elite guards who are guarding an area with no hiding places, and who are actively looking for intruders with magical assistance (such as scrying magic or familiars).
- Extreme (DC 30): Observing a group of legendary guards who are guarding a magically warded area with no hiding places, and who are actively looking for intruders with magical assistance (such as scrying magic or familiars).
- Ridiculous (DC 45): Observing a group of mythical guards who are guarding a magically warded area with no hiding places, who are actively looking for intruders with magical assistance, and who have supernatural senses such as blindsight or tremorsense.
- Impossible: There is no situation in which this task is possible.
Special: If you have the Lore: Stealth skill, you gain a +2 bonus to any Monitor Path check.
Communicate Silently
Requirements: You must be within 30 feet of a creature you wish to communicate with.
Action: One action.
This skill allows you to communicate silently with another creature. You can use hand signals, body language, and subtle gestures to convey information without speaking aloud. The DC to communicate a simple message, such as "wait here," to an untrained creature is 10. More complex messages or messages to trained creatures may have a higher DC. Additionally, the DC may increase if the creatures are not familiar with each other's cultures or languages. This skill cannot be used to convey information in combat or during other stressful situations.
- Critical Success: The message is conveyed perfectly, and the other creature understands it without any confusion or misinterpretation.
- Success: The message is conveyed, but there may be some confusion or misinterpretation on the part of the other creature.
- Failure: The message is not conveyed, and the other creature remains unaware of your intent.
- Critical Failure: The message is misconstrued, and the other creature acts in direct opposition to your intent.
Here are some sample DCs for communicating with different creatures:
- Trivial (DC 5): Communicating with a creature you share a language with.
- Easy (DC 10): Communicating with a creature you share a culture with but not a language.
- Moderate (DC 15): Communicating with a creature from a different culture and language.
- Hard: (DC 20): Communicating with a creature that is hostile or suspicious of you.
- Severe (DC 25): Communicating with a creature that is deaf, blind, or otherwise impaired.
- Extreme (DC 30): Communicating with a creature that is unfamiliar with humanoids or has a completely different anatomy.
- Ridiculous(DC 45): Communicating with a creature that is completely alien to your own world, such as a creature from another plane of existence.
- Impossible: Communicating with a creature that does not have the ability to understand any form of communication.
Special: Characters with the Sign Language Lore skill gain a +2 bonus to this skill when communicating with creatures that can understand sign language.
Survival
This skillset is about surviving in harsh environments. You can gather ingredients for food, prepare meals, identify dangerous plants and animals, cover your tracks, and track others through the wilderness.
Gather Ingredients
Requirements: You must be in a natural environment, such as a forest or meadow.You attempt to find and gather useful ingredients from the natural environment. The DC of the check is determined by the rarity of the ingredients and the difficulty of finding them.
- Critical Success: You find an abundance of high-quality ingredients, increasing the effectiveness or value of any concoctions you make with them.
- Success: You find a reasonable amount of useful ingredients, enough to make a few concoctions with moderate effectiveness or value.
- Failure: You struggle to find any useful ingredients, only managing to collect a few scraps of vegetation or small insects.
- Critical Failure: You accidentally gather toxic or harmful ingredients, causing any concoctions you make with them to have negative effects.
- Untrained: Collect common edible plants or basic materials such as wood or water.
- Trained: Find rare or elusive ingredients, such as medicinal plants or rare minerals.
- Expert: Identify and avoid dangerous or poisonous ingredients, while finding high-quality rare ingredients such as rare herbs or exotic spices.
- Master: Extract the most potent and valuable components from gathered ingredients, such as extracting concentrated essences or poisons.
- Legendary: Find legendary ingredients that are only spoken of in myths and legends, such as magical mushrooms or the nectar of a rare flower that grants eternal life.
Specialized Search: The "Specialized Search" action in the Investigation skill allows a character to spend time carefully searching an area for a specific item of varying rarity. The following table shows the amount of time required to find an item of a particular rarity at each level of proficiency.
Proficiency Rank | Mundane | Common | Uncommon | Rare | Very Rare | Unique |
---|---|---|---|---|---|---|
Example Material | Firewood | Edible plants | Truffle | Rare spices | Miracle fruit | Unique Species |
Untrained | 15 minutes | 2 hour | 8 hours | Never | Never | Never |
Trained | 5 minutes | 30 minutes | 4 hour | 8 hours | Never | Never |
Expert | 1 minute | 15 minutes | 1 hour | 4 hours | 8 hours | Never |
Master | 30 seconds | 5 minutes | 30 minutes | 1 hour | 4 hours | 2 days |
Legendary | 10 seconds | 1 minute | 15 minutes | 30 minutes | 1 hour | 8 hours |
Prepare Meal
Requirements: You must have access to fresh ingredients, cooking equipment, and a safe cooking space.
You use your knowledge of cooking to prepare a meal using the ingredients available to you. The DC of the check and the time required is determined by the complexity of the meal, the quality of the ingredients, and the availability of cooking tools.
- Critical Success: You prepare a delicious and nutritious meal that provides a full day +2 bonus per proficiency rank to a stat of your choice. If you used a specific ingedient you are aware of (using the identify ingredient action), the meal instead grants a +3 bonus per proficiency rank to the stat (or stats) known for that ingredient.
- Success: You prepare a decent meal that provides a 4-hour, +1 bonus per proficiency rank to the a stat of your choice by those who eat it. If you used a specific ingedient you are aware of (using the identify ingredient action), the meal instead grants a +2 bonus per proficiency rank to the stat (or stats) known with that ingredient.
- Failure: You prepare an unappetizing or poorly cooked meal that provides no bonus, and may even have negative effects such as indigestion.
- Critical Failure: You accidentally prepare a poisonous or otherwise harmful meal that could cause serious illness or even death to those who eat it.
- Untrained: A simple meal using basic ingredients such as fruits, vegetables, and grains.
- Trained: A more complex meal using fresh meat or fish, spices, and herbs.
- Expert: A gourmet meal using rare or exotic ingredients, or create a meal that provides specific benefits such as increased stamina or focus.
- Master: A meal that is visually stunning and impresses even the most discerning of palates, or create a meal that provides significant temporary bonuses to multiple ability scores.
- Legendary: A meal so incredible that it is remembered for generations.
Identify Ingredients
Requirements: You must have access to the ingredients in question and be able to observe and handle them.
You examine ingredients and determine their identity, potential uses, and any special properties they possess. The DC of the check is determined by the rarity and obscurity of the ingredient, how well known it is, as well as any disguising properties it may have. The identification process takes 10 an amount of time depending on the rarity of the ingredient, as given in the table below: You can only identify an ingredient once per proficiency level
- Critical Success: You superbly identify the ingredient and all the special properties it possesses. You identify All associated stats and add them to your ingredient log.
- Success: You accurately identify the ingredient and any special properties it possesses, as well as potential uses and recipes in which it can be incorporated. Add this ingredient to your known ingredient list, with it's associated stat.
- Failure: You are unable to identify the ingredient and may misidentify it as something else. You do not gain any information about its properties or potential uses.
- Critical Failure: You misidentify the ingredient as something else and may even mistake it for something harmful or poisonous. You gain false information about its properties and potential uses, and may even ruin it in the process.
- Trained: Common and easily recognizable ingredients such as fruits, vegetables, and herbs.
- Expert: Uncommon or more obscure ingredients, such as rare herbs or exotic spices.
- Master: Rare or even Exotic or disguised ingredients, such as medicines or poisons.
- Legendary: Exotic or even Unique and powerful ingredients, such as a the eye of a Rhysar or Flower of Ji.
Identify Ingredients | Mundane | Common | Uncommon | Rare | Exotic | Unique |
---|---|---|---|---|---|---|
Identify Ingredients | 1 Regular Stat | 2 Regular Stat | 2 Regular and 1 Special Stat | 2 Regular and 2 Special Stats | 1 Regular and 3 Special Stats | 1 Unique and 3 Special Stats |
Temporarily Trained | 1 minute | 5 minutes | Never | Never | Never | Never |
Trained | 30 seconds | 1 minute | 5 minutes | Never | Never | Never |
Expert | 15 seconds | 30 seconds | 5 minute | 15 minutes | Never | Never |
Master | 5 seconds | 15 seconds | 30 seconds | 1 minute | 5 minutes | Never |
Legendary | 1 second | 5 seconds | 15 seconds | 30 seconds | 1 minute | 5 minutes |
Cover Tracks
You cover your tracks, moving up to half your travel Speed). You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track. In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.
Track
Requirements: You are attempting to follow tracks.
You concentrate on the tracks, attempting a Survival check against the track's DC. After a successful check, you can continue following the tracks at half your speed without attempting additional checks for up to 1 hour.
- Critical Success: You find the trail or continue to follow the one you’re already following.
- Success: You find the trail or continue to follow the one you’re already following.
- Failure: You lose the trail but can try again after a 1-hour delay.
- Critical Failure: You lose the trail and can’t try again for 24 hours.
- Temporarily Trained: The path of a group of people or animals following a road
- Trained: Relatively fresh tracks of a large mammal through a forest
- Expert: A nimble panther’s through a jungle, tracks after the rain
- Master: Tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can’t hold prints like bare rocks
- Legendary: Old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane
Thievery
This skillset is about stealing and disabling security measures. You can palm objects without being noticed, steal items from others, disable traps and locks, and appraise the value of stolen goods.
Palm an Object
Requirements: You attempt to palm a small, unattended object without being noticed by any observing creature.
You make a single Thievery check against the Perception DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only palm objects of negligible Bulk, though the GM might determine otherwise depending on the situation.
- Success: The creature does not notice you Palming the Object.
- Failure: The creature notices you Palming the Object, and the GM determines the creature’s response.
Steal
Requirements: The target creature is not in combat or on guard and the object to be stolen has negligible Bulk.
You attempt to take a small object from another creature without being noticed, typically an object of negligible Bulk. Attempt a Thievery check against the target creature's Perception DC, which is usually the DC to Steal. If the object is in a pocket or similarly protected, you take a -5 penalty to your Thievery check. The GM might increase the DC of your check if the nature of the object makes it harder to steal.
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they’re distracted.
- Success: You steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item.
- Failure: The item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
Disable A Device
Requirements: Some devices require you to use thieves’ tools when disabling them.
Manipulate a trap or another complex device, attempting a Thievery check against its Disable DC. Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.
- Critical Success: You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later if that type of device can be rearmed.
- Success: You disable the device, or you achieve one success toward disabling a complex device.
- Critical Failure: You trigger the device.
Pick a Lock
Requirements: You have thieves’ tools.
Manipulate the lock, attempting a Thievery check against its DC. The DC is determined by the complexity and construction of the lock. Locks of higher quality might require multiple successes to unlock.
- Critical Success: You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.
- Success: You open the lock, or you achieve one success toward opening a complex lock.
- Critical Failure: You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 SP, or 3 GP for infiltrator thieves’ tools).
Appraise
Requirements: The character must be able to examine the object closely and have some knowledge of its value or significance.
Action: One action
The character uses their knowledge of market trends, craftsmanship, and historical significance to evaluate the value and importance of an object. The DC for the Appraise skill is determined by the rarity, complexity, or obscurity of the object being appraised. A successful check can also provide insight into the object's history or previous ownership. If the object is magical, the DC is increased by the level of the item. If the object is cursed or haunted, the DC is increased by an additional 5.
- Critical Success: The character not only determines the object's value and significance, but also uncovers hidden factors such as magical properties, hidden compartments, or false bottoms. Additionally, the character may be able to identify potential buyers or sellers for the object and gain bonuses to future negotiations.
- Success: The character determines the object's value and significance, gaining insight into its craftsmanship, rarity, or historical context. Additionally, the character may be able to identify potential buyers or sellers for the object.
- Failure: The character is unable to accurately determine the object's value or significance, and may even make an incorrect assessment. Additionally, the character may be misled by false information or rumors about the object.
- Critical Failure: The character not only fails to determine the object's value or significance, but also damages or destroys the object in the process. Additionally, the character may be publicly humiliated or face legal repercussions for their mistake.
Here are some sample DCs for Appraise:
- Trivial (DC 5): Evaluating the value of a common household item or piece of jewelry.
- Easy (DC 10): Identifying the craftsmanship and value of a rare antique or piece of artwork.
- Moderate (DC 15): Assessing the historical or cultural significance of an ancient relic or artifact.
- Hard: (DC 20): Determining the magical properties and value of a minor magical item or enchanted weapon.
- Severe (DC 25): Identifying the provenance and ownership history of a rare and valuable item, such as a stolen artifact or smuggled treasure.
- Extreme (DC 30): Appraising the value and properties of a major magical artifact, such as a legendary staff or holy relic.
- Ridiculous(DC 45): Determining the value and significance of a one-of-a-kind item, such as a unique painting or rare gemstone, that has been lost or hidden for centuries.
- Impossible: Appraising the value and significance of an item that is completely unknown or alien to the character's culture and experience.
Special: Characters with a background in merchant or trade professions gain a +2 circumstance bonus to this skill. Characters with the Lore (Criminal Underworld) skill can also use their knowledge of black markets and illegal trade to gain a +2 circumstance bonus to this skill. Additionally, characters with the Identify Magic skill can use that skill in conjunction with Appraise to gain more insight into the magical properties and value of an object.
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