Skill overview
Str | Athletics |
Dex | Acrobatics,Stealth |
Con | Endurance, |
Int | Arcana, Engineering, Dungeoneering, Linguistics |
Wis | Nature, Occult Lore, Perception, Trade |
Cha | Diplomacy, Streetwise, Subterfuge, |
(Dex)Acrobatics
Encompasses: Balance, Escape Artist, Tumble
Armor Check Penalty applies.
Balancing
Check:
You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. The difficulty varies with the surface, as follows:
Being Attacked while Balancing:
You are considered flat-footed while balancing, since you can’t move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you have 5 or more ranks in Balance, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must make another Balance check against the same DC to remain standing.
Accelerated Movement:
You can try to walk across a precarious surface more quickly than normal. If you accept a -5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two Balance checks, one for each move action used.) You may also accept this penalty in order to charge across a precarious surface; charging requires one Balance check for each multiple of your speed (or fraction thereof) that you charge.
Action:
None. A Balance check doesn’t require an action; it is made as part of another action or as a reaction to a situation.
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Balancing |
Narrow Surface | Balance DC |
7-12 inches wide | 10 |
2-6 inches wide | 15 |
Less than 2 inches wide | 20 |
Add modifiers from Narrow Surface Modifiers, below, as appropriate. |
Difficult Surface | Balance DC
Only if running or charging. |
Uneven flagstone | 10 |
Hewn stone floor | 10 |
Sloped or angled floor | 10 |
Failure by 4 or less means the character can’t run or charge, but may otherwise act normally.
Add modifiers from Narrow Surface Modifiers, below, as appropriate. |
Narrow Surface Modifiers Surface | DC Modifier |
Lightly obstructed | +2 |
Severely obstructed | +5 |
Lightly slippery | +2 |
Severely slippery | +5 |
Sloped or angled | +2 |
Add the appropriate modifier to the Balance DC of a narrow surface.
These modifiers stack. |
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Escape Artist
Ropes:
Your Escape Artist check is opposed by the binder’s Use Rope check. Since it’s easier to tie someone up than to escape from being tied up, the binder gets a +10 bonus on his or her check.
Manacles and Masterwork Manacles:
The DC for manacles is set by their construction.
Tight Space:
The DC noted on the table is for getting through a space where your head fits but your shoulders don’t. If the space is long you may need to make multiple checks. You can’t get through a space that your head does not fit through.
Grappler:
You can make an Escape Artist check opposed by your enemy’s grapple check to get out of a grapple or out of a pinned condition (so that you’re only grappling).
Action:
Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
Try Again:
Varies. You can make another check after a failed check if you’re squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you’re not being actively opposed.
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Restraint | Example Escape Artist DC |
Ropes | Binder’s Use Rope check at +10 |
Spells | 23 |
Manacles | 30 |
Tight space | 30 |
Masterwork manacles | 35 |
Grappler check result | Grappler’s grapple |
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Tumble
Defensive Tumbling:
As a Move Action you may tumble half your speed and make a tumble check. You may substitute it for your Armor Class against opportunity attacks provoked during that movement.
During such an attempt you can also tumble through enemy squares, however doing so incurs a -10 Stackable Penalty to your tumble check.
It is possible to move at full speed while tumbling, however doing so also incurs a -10 Stackable Penalty to your tumble check.
Tumbling from a fall:
When you are falling you may attempt to reduce the damage from such a fall with a successful tumble check. You reduce the damage from a fall by 10 ft. for every 10 you accrue on your roll. However using Tumble in this way accrues a -5 Stackable Penalty.
Action:
Tumbling is part of movement, so a Tumble check is part of a move action.
Try Again:
Usually no. You can try to reduce damage from a fall only once per fall.
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Obstructed or otherwise treacherous surfaces, such as
natural cavern floors or undergrowth, are tough to tumble
through. The DC for any Tumble check made to tumble into
such a square is modified as indicated below.
Surface Is… | DC Modifier |
Lightly obstructed
(scree, light rubble, shallow bog, undergrowth) | +2 |
Severely obstructed
(natural cavern floor, dense rubble, dense undergrowth) | +5 |
Lightly slippery
(wet floor) | +2 |
Severely slippery
(ice sheet) | +5 |
Sloped or angled | +2 |
Tumbling is impossible in a deep bog. |
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(Int)Arcana
Encompasses: Know:Arcane, Spellcraft
Knowledge: Arcana
Check:
Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
Arcana covers: Ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts.
In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.
For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
Action:
Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.
Try Again:
No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.
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Spellcraft
Check:
You can identify spells and magic effects. The DCs for Spellcraft checks relating to various tasks are summarized on the table below.
Action:
Varies.
Try Again:
Usually no.
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Spellcraft DC | Task |
13 | When using read magic, identify a glyph of warding. No action required. |
15 + spell level | Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry. |
15 + spell level | Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours. |
15 + spell level | Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required. |
15 + spell level | When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required. |
19 | When using read magic, identify a symbol. No action required. |
20 + spell level | Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry. |
20 + spell level | Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry. |
20 + spell level | Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action. |
25 + spell level | After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry. |
25 | Identify a potion. Requires 1 minute. No retry. |
20 | Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result. |
30 or higher | Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry. |
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(Str)Athletics
Encompasses: Climb, Jump, Swim
Climb
Check
With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.
A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.
A climber’s kit gives you a +2 circumstance bonus on Climb checks.
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Jump
Swim
(Con)Endurance
Encompasses: Concentration, Endurance, Force March
Concentration
Endurance
Force March
(Cha)Diplomacy
Encompasses: Diplomacy, Know:Nobility&Royalty, Sense Motive
Diplomacy
Know:Nobility & Royalty
Sense Motive
(Int)Dungeoneering
Encompasses: Know:Dungeoneering, Use Rope
Knowledge: Dungeoneering
Use Rope
(Int)Engineering
Encompasses: Disable Device, Know:Engineering, Open lock
Disable Device
Knowledge: Engineering
Open Lock
(Int)History
Encompasses: Decipher Script, Know:History, Does not give new languages.
Decipher Script
Knowledge: History
(Wis)Nature
Encompasses: Handle Animal, Know:Nature, Survival
Handle Animal
Knowledge: Nature
Survival
(Wis)Occult Lore
Encompasses: Know:Religion, Know:Planes, Exorcism & Banishment
Knowledge: Religion
Knowledge: Planes
Exorcism & Banishment
(Wis)Perception
Encompasses: Spot, Listen, Search
Spot
Listen
Search
(Dex)Stealth
Encompasses: Hide, Move Silently, Sleight of Hand
Hide
Move Silently
Sleight of Hand
(Cha)Streetwise
Encompasses: Know:Local, Gather Information, Streetwise
Knowledge: Local
Streetwise
(Cha)Subterfuge
Encompasses: Bluff, Disguise, Forgery, Intimidate
Bluff
Disguise
Forgery
Intimidate
(Wis)Trade
Encompasses: Appraise(Within trade), Craft, Perform, Profession
Appraise
Craft
Profession
rules/homebrew/heartbreaker/options_skills.txt · Last modified: 2019/05/14 17:48 (external edit)