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SKILLS
I
SKILLS
SUMMARY
If
you buy a class skill, your character gets 1 rank (equal to a +1 bonus on
checks with that skill) for each skill point. If you buy other classes’ skills
(cross-class skills), you get 1/2 rank per skill point.
Your
maximum rank in a class skill is your character level + 3.
Your
maximum rank in a cross-class skill is one-half of this number (do not round up
or down).
Using
Skills:
To make a skill check, roll: 1d20 + skill modifier (Skill modifier = skill rank
+ ability modifier + miscellaneous modifiers)
This
roll works just like an attack roll or a saving throw— the higher the roll, the
better. Either you’re trying to match or exceed a certain Difficulty Class
(DC), or you’re trying to beat another character’s check result.
Skill
Ranks: A
character’s number of ranks in a skill is based on how many skill points a
character has invested in a skill. Many skills can be used even if the
character has no ranks in them; doing this is called making an untrained skill
check.
Ability
Modifier:
The ability modifier used in a skill check is the modifier for the skill’s key
ability (the ability associated with the skill’s use). The key ability of each
skill is noted in its description.
Miscellaneous
Modifiers:
Miscellaneous modifiers include racial bonuses, armor check penalties, and
bonuses provided by feats, among others.
Each
skill point you spend on a class skill gets you 1 rank in that skill. Class
skills are the skills found on your character’s class skill list. Each skill
point you spend on a cross-class skill gets your character 1/2 rank in that
skill. Cross-class skills are skills not found on your character’s class skill
list. (Half ranks do not improve your skill check, but two 1/2 ranks make 1
rank.) You can’t save skill points to spend later.
The
maximum rank in a class skill is the character’s level + 3. If it’s a
cross-class skill, the maximum rank is half of that number (do not round up or
down).
Regardless
of whether a skill is purchased as a class skill or a cross-class skill, if it
is a class skill for any of your classes, your maximum rank equals your total
character level + 3.
USING
SKILLS
When your character uses a skill, you make a skill check to see how well he or she does. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. The harder the task, the higher the number you need to roll.
Circumstances can affect your check. A character who is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail.
SKILL CHECKS
A
skill check takes into account a character’s training (skill rank), natural
talent (ability modifier), and luck (the die roll). It may also take into
account his or her race’s knack for doing certain things (racial bonus) or what
armor he or she is wearing (armor check penalty), or a certain feat the
character possesses, among other things.
To
make a skill check, roll 1d20 and add your character’s skill modifier for that
skill. The skill modifier incorporates the character’s ranks in that skill and
the ability modifier for that skill’s key ability, plus any other miscellaneous
modifiers that may apply, including racial bonuses and armor check penalties.
The higher the result, the better. Unlike with attack rolls and saving throws,
a natural roll of 20 on the d20 is not an automatic success, and a natural roll
of 1 is not an automatic failure.
Some
checks are made against a Difficulty Class (DC). The DC is a number (set using the
skill rules as a guideline) that you must score as a result on your skill check
in order to succeed.
Table:
Difficulty Class Examples |
|
Difficulty
(DC) |
Example
(Skill Used) |
Very
easy (0) |
Notice
something large in plain sight (Spot) |
Easy
(5) |
Climb
a knotted rope (Climb) |
Average
(10) |
Hear
an approaching guard (Listen) |
Tough
(15) |
Rig
a wagon wheel to fall off (Disable Device) |
Challenging
(20) |
Swim
in stormy water (Swim) |
Formidable
(25) |
Open
an average lock (Open Lock) |
Heroic
(30) |
Leap
across a 30-foot chasm (Jump) |
Nearly
impossible (40) |
Track
a squad of orcs across hard ground after 24 hours of rainfall (Survival) |
An
opposed check is a check whose success or failure is determined by comparing
the check result to another character’s check result. In an opposed check, the
higher result succeeds, while the lower result fails. In case of a tie, the
higher skill modifier wins. If these scores are the same, roll again to break
the tie.
Table:
Example Opposed Checks |
||
Task
|
Skill
(Key Ability) |
Opposing
Skill (Key Ability) |
Con
someone |
Bluff
(Cha) |
Sense
Motive (Wis) |
Pretend
to be someone else |
Disguise
(Cha) |
Spot
(Wis) |
Create
a false map |
Forgery
(Int) |
Forgery
(Int) |
Hide
from someone |
Hide
(Dex) |
Spot
(Wis) |
Make
a bully back down |
Intimidate
(Cha) |
Special1 |
Sneak
up on someone |
Move
Silently (Dex) |
Listen
(Wis) |
Steal
a coin pouch |
Sleight
of Hand (Dex) |
Spot
(Wis) |
Tie
a prisoner securely |
Use
Rope (Dex) |
Escape
Artist (Dex) |
1 An Intimidate check is
opposed by the target’s level check, not a skill check. See the Intimidate
skill description for more information. |
In
general, you can try a skill check again if you fail, and you can keep trying
indefinitely. Some skills, however, have consequences of failure that must be
taken into account. A few skills are virtually useless once a check has failed
on an attempt to accomplish a particular task. For most skills, when a
character has succeeded once at a given task, additional successes are
meaningless.
Generally, if your character attempts to use a skill he or she does not possess, you make a skill check as normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check.
Many
skills can be used only by someone who is trained in them.
Some
situations may make a skill easier or harder to use, resulting in a bonus or
penalty to the skill modifier for a skill check or a change to the DC of the
skill check.
The
chance of success can be altered in four ways to take into account exceptional
circumstances.
1.
Give the skill user a +2 circumstance bonus to represent conditions that
improve performance, such as having the perfect tool for the job, getting help
from another character (see Combining Skill Attempts), or possessing unusually
accurate information.
2.
Give the skill user a –2 circumstance penalty to represent conditions that
hamper performance, such as being forced to use improvised tools or having
misleading information.
3.
Reduce the DC by 2 to represent circumstances that make the task easier, such
as having a friendly audience or doing work that can be subpar.
4.
Increase the DC by 2 to represent circumstances that make the task harder, such
as having an uncooperative audience or doing work that must be flawless.
Conditions
that affect your character’s ability to perform the skill change the skill
modifier. Conditions that modify how well the character has to perform the
skill to succeed change the DC. A bonus to the skill modifier and a reduction
in the check’s DC have the same result: They create a better chance of success.
But they represent different circumstances, and sometimes that difference is
important.
Using
a skill might take a round, take no time, or take several rounds or even
longer. Most skill uses are standard actions, move actions, or full-round
actions. Types of actions define how long activities take to perform within the
framework of a combat round (6 seconds) and how movement is treated with
respect to the activity. Some skill checks are instant and represent reactions
to an event, or are included as part of an action.
These
skill checks are not actions. Other skill checks represent part of movement.
A
skill check represents an attempt to accomplish some goal, usually while under
some sort of time pressure or distraction. Sometimes, though, a character can
use a skill under more favorable conditions and eliminate the luck factor.
Taking
10: When
your character is not being threatened or distracted, you may choose to take
10. Instead of rolling 1d20 for the skill check, calculate your result as if
you had rolled a 10. For many routine tasks, taking 10 makes them automatically
successful. Distractions or threats (such as combat) make it impossible for a
character to take 10. In most cases, taking 10 is purely a safety measure —you
know (or expect) that an average roll will succeed but fear that a poor roll
might fail, so you elect to settle for the average roll (a 10). Taking 10 is
especially useful in situations where a particularly high roll wouldn’t help.
Taking
20:When
you have plenty of time (generally 2 minutes for a skill that can normally be
checked in 1 round, one full-round action, or one standard action), you are
faced with no threats or distractions, and the skill being attempted carries no
penalties for failure, you can take 20. In other words, eventually you will get
a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill
check, just calculate your result as if you had rolled a 20.
Taking
20 means you are trying until you get it right, and it assumes that you fail
many times before succeeding. Taking 20 takes twenty times as long as making a
single check would take.
Since
taking 20 assumes that the character will fail many times before succeeding, if
you did attempt to take 20 on a skill that carries penalties for failure, your
character would automatically incur those penalties before he or she could
complete the task. Common “take 20” skills include Escape Artist, Open Lock,
and Search.
Ability
Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for
ability checks. Neither rule applies to caster level checks.
COMBINING SKILL
ATTEMPTS
When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap.
Often, several characters attempt some action and each succeeds or fails independently. The result of one character’s Climb check does not influence the results of other characters Climb check.
You
can help another character achieve success on his or her skill check by making
the same kind of skill check in a cooperative effort. If you roll a 10 or
higher on your check, the character you are helping gets a +2 bonus to his or
her check, as per the rule for favorable conditions. (You can’t take 10 on a
skill check to aid another.) In many cases, a character’s help won’t be
beneficial, or only a limited number of characters can help at once.
In
cases where the skill restricts who can achieve certain results you can’t aid
another to grant a bonus to a task that your character couldn’t achieve alone.
It’s possible for a character to have two skills that work well together. In general, having 5 or more ranks in one skill gives the character a +2 bonus on skill checks with each of its synergistic skills, as noted in the skill description. In some cases, this bonus applies only to specific uses of the skill in question, and not to all checks. Some skills provide benefits on other checks made by a character, such as those checks required to use certain class features.
ABILITY CHECKS
Sometimes
a character tries to do something to which no specific skill really applies. In
these cases, you make an ability check. An ability check is a roll of 1d20 plus
the appropriate ability modifier. Essentially, you’re making an untrained skill
check.
In some cases,
an action is a straight test of one’s ability with no luck involved. Just as
you wouldn’t make a height check to see who is taller, you don’t make a
Strength check to see who is stronger.
SKILL
DESCRIPTIONS
This
section describes each skill, including common uses and typical modifiers.
Characters can sometimes use skills for purposes other than those noted here.
Here
is the format for skill descriptions.
SKILL NAME
The
skill name line includes (in addition to the name of the skill) the following
information.
Key
Ability:
The abbreviation of the ability whose modifier applies to the skill check. Exception:
Speak Language has “None” as its key ability because the use of this skill
does not require a check.
Trained
Only: If
this notation is included in the skill name line, you must have at least 1 rank
in the skill to use it. If it is omitted, the skill can be used untrained (with
a rank of 0). If any special notes apply to trained or untrained use, they are
covered in the Untrained section (see below).
Armor
Check Penalty:
If this notation is included in the skill name line, an armor check penalty
applies (when appropriate) to checks using this skill. If this entry is absent,
an armor check penalty does not apply.
The
skill name line is followed by a general description of what using the skill
represents. After the description are a few other types of information:
Check: What a character (“you”
in the skill description) can do with a successful skill check and the check’s
DC.
Action: The type of action using
the skill requires, or the amount of time required for a check.
Try
Again:
Any conditions that apply to successive attempts to use the skill successfully.
If the skill doesn’t allow you to attempt the same task more than once, or if
failure carries an inherent penalty (such as with the Climb skill), you can’t
take 20. If this paragraph is omitted, the skill can be retried without any
inherent penalty, other than the additional time required.
Special: Any extra facts that
apply to the skill, such as special effects deriving from its use or bonuses
that certain characters receive because of class, feat choices, or race.
Synergy: Some skills grant a bonus
to the use of one or more other skills because of a synergistic effect. This
entry, when present, indicates what bonuses this skill may grant or receive
because of such synergies. See Table 4–5 for a complete list of bonuses granted
by synergy between skills (or between a skill and a class feature).
Restriction: The full utility of
certain skills is restricted to characters of certain classes or characters who
possess certain feats. This entry indicates whether any such restrictions exist
for the skill.
Untrained: This entry indicates what
a character without at least 1 rank in the skill can do with it. If this entry
doesn’t appear, it means that the skill functions normally for untrained
characters (if it can be used untrained) or that an untrained character can’t
attempt checks with this skill (for skills that are designated as “Trained
Only”).
APPRAISE (INT)
Check: You can appraise common
or well-known objects with a DC 12 Appraise check. Failure means that you
estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value.
Appraising
a rare or exotic item requires a successful check against DC 15, 20, or higher.
If the check is successful, you estimate the value correctly; failure means you
cannot estimate the item’s value.
A
magnifying glass gives you a +2 circumstance bonus on Appraise checks involving
any item that is small or highly detailed, such as a gem. A merchant’s scale
gives you a +2 circumstance bonus on Appraise checks involving any items that
are valued by weight, including anything made of precious metals.
These
bonuses stack.
Action: Appraising an item takes
1 minute (ten consecutive full-round actions).
Try
Again:
No. You cannot try again on the same object, regardless of success.
Special: A dwarf gets a +2 racial
bonus on Appraise checks that are related to stone or metal items because
dwarves are familiar with valuable items of all kinds (especially those made of
stone or metal).
The
master of a raven familiar gains a +3 bonus on Appraise checks.
A
character with the Diligent feat gets a +2 bonus on Appraise checks.
Synergy: If you have 5 ranks in
any Craft skill, you gain a +2 bonus on Appraise checks related to items made
with that Craft skill.
Untrained: For common items, failure
on an untrained check means no estimate. For rare items, success means an
estimate of 50% to 150% (2d6+3 times 10%).
BALANCE (DEX; ARMOR CHECK PENALTY)
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:
Narrow
Surface |
Balance
DC1 |
Difficult
Surface |
Balance
DC1 |
7–12
inches wide |
10
|
Uneven
flagstone |
102 |
2–6
inches wide |
15
|
Hewn
stone floor |
102 |
Less
than 2 inches wide |
20
|
Sloped
or angled floor |
102 |
1
Add modifiers from Narrow Surface Modifiers, below, as appropriate. |
|||
2
Only if running or charging. Failure by 4 or less means the character can’t
run or charge, but may otherwise act normally. |
Narrow
Surface Modifiers |
|
Surface
|
DC
Modifier1 |
Lightly
obstructed |
+2 |
Severely
obstructed |
+5 |
Lightly
slippery |
+2 |
Severely
slippery |
+5 |
Sloped
or angled |
+2 |
1
Add the appropriate modifier to the Balance DC of a narrow surface. |
|
These
modifiers stack. |
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.
Special: If you have the Agile
feat, you get a +2 bonus on Balance checks.
Synergy: If you have 5 or more
ranks in Tumble, you get a +2 bonus on Balance checks.
BLUFF (CHA)
Check: A Bluff check is opposed
by the target’s Sense Motive check. See the accompanying table for examples of
different kinds of bluffs and the modifier to the target’s Sense Motive check
for each one.
Favorable
and unfavorable circumstances weigh heavily on the outcome of a bluff. Two
circumstances can weigh against you: The bluff is hard to believe, or the
action that the target is asked to take goes against its self-interest, nature,
personality, orders, or the like. If it’s important, you can distinguish
between a bluff that fails because the target doesn’t believe it and one that
fails because it just asks too much of the target. For instance, if the target
gets a +10 bonus on its Sense Motive check because the bluff demands something
risky, and the Sense Motive check succeeds by 10 or less, then the target
didn’t so much see through the bluff as prove reluctant to go along with it. A
target that succeeds by 11 or more has seen through the bluff.
A
successful Bluff check indicates that the target reacts as you wish, at least
for a short time (usually 1 round or less) or believes something that you want
it to believe. Bluff, however, is not a suggestion spell.
A
bluff requires interaction between you and the target. Creatures unaware of you
cannot be bluffed.
Feinting
in Combat: You
can also use Bluff to mislead an opponent in melee combat (so that it can’t
dodge your next attack effectively). To feint, make a Bluff check opposed by
your target’s Sense Motive check, but in this case, the target may add its base
attack bonus to the roll along with any other applicable modifiers.
If
your Bluff check result exceeds this special Sense Motive check result, your
target is denied its Dexterity bonus to AC (if any) for the next melee attack
you make against it. This attack must be made on or before your next turn.
Feinting
in this way against a nonhumanoid is difficult because it’s harder to read a
strange creature’s body language; you take a –4 penalty on your Bluff check.
Against a creature of animal Intelligence (1 or 2) it’s even harder; you take a
–8 penalty. Against a nonintelligent creature, it’s impossible.
Feinting
in combat does not provoke an attack of opportunity.
Creating
a Diversion to Hide: You can use the Bluff skill to help you hide. A successful
Bluff check gives you the momentary diversion you need to attempt a Hide check
while people are aware of you. This usage does not provoke an attack of
opportunity.
Delivering
a Secret Message: You can use Bluff to get a message across to another
character without others understanding it. The DC is 15 for simple messages, or
20 for complex messages, especially those that rely on getting across new
information. Failure by 4 or less means you can’t get the message across.
Failure by 5 or more means that some false information has been implied or
inferred. Anyone listening to the exchange can make a Sense Motive check
opposed by the Bluff check you made to transmit in order to intercept your
message (see Sense Motive).
Action: Varies. A Bluff check
made as part of general interaction always takes at least 1 round (and is at
least a full-round action), but it can take much longer if you try something
elaborate. A Bluff check made to feint in combat or create a diversion to hide
is a standard action. A Bluff check made to deliver a secret message doesn’t
take an action; it is part of normal communication.
Try
Again:
Varies. Generally, a failed Bluff check in social interaction makes the target
too suspicious for you to try again in the same circumstances, but you may
retry freely on Bluff checks made to feint in combat. Retries are also allowed
when you are trying to send a message, but you may attempt such a retry only
once per round.
Each
retry carries the same chance of miscommunication.
Special: A ranger gains a bonus on
Bluff checks when using this skill against a favored enemy.
The
master of a snake familiar gains a +3 bonus on Bluff checks.
If
you have the Persuasive feat, you get a +2 bonus on Bluff checks.
Synergy: If you have 5 or more
ranks in Bluff, you get a +2 bonus on Diplomacy, Intimidate, and Sleight of
Hand checks, as well as on Disguise checks made when you know you’re being
observed and you try to act in character.
Bluff
Examples |
|
Example
Circumstances |
Sense Motive Modifier |
The
target wants to believe you. |
–5 |
The
bluff is believable and doesn’t affect the target much. |
+0 |
The
bluff is a little hard to believe or puts the target at some risk. |
+5 |
The
bluff is hard to believe or puts the target at significant risk. |
+10 |
The
bluff is way out there, almost too incredible to consider. |
+20 |
CLIMB (STR; ARMOR CHECK PENALTY)
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.
The
DC of the check depends on the conditions of the climb. Compare the task with
those on the following table to determine an appropriate DC.
Climb
DC |
Example
Surface or Activity |
0
|
A
slope too steep to walk up, or a knotted rope with a wall to brace against. |
5
|
A
rope with a wall to brace against, or a knotted rope, or a rope affected by
the rope trick spell. |
10
|
A
surface with ledges to hold on to and stand on, such as a very rough wall or
a ship’s rigging. |
15
|
Any
surface with adequate handholds and footholds (natural or artificial), such
as a very rough natural rock surface or a tree, or an unknotted rope, or
pulling yourself up when dangling by your hands. |
20
|
An
uneven surface with some narrow handholds and footholds, such as a typical
wall in a dungeon or ruins. |
25
|
A
rough surface, such as a natural rock wall or a brick wall. |
25
|
An
overhang or ceiling with handholds but no footholds. |
—
|
A
perfectly smooth, flat, vertical surface cannot be climbed. |
Climb DC
Modifier1
|
Example
Surface or Activity
|
–10 |
Climbing a chimney (artificial or natural)
or other location where you can brace against two opposite walls (reduces DC
by 10). |
–5
|
Climbing
a corner where you can brace against perpendicular walls (reduces DC by 5). |
+5 |
Surface is slippery (increases DC by 5). |
1These
modifiers are cumulative; use any that apply. |
You
need both hands free to climb, but you may cling to a wall with one hand while
you cast a spell or take some other action that requires only one hand. While
climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to
AC (if any). You also can’t use a shield while climbing.
Any
time you take damage while climbing, make a Climb check against the DC of the
slope or wall. Failure means you fall from your current height and sustain the
appropriate falling damage.
Accelerated
Climbing: You
try to climb more quickly than normal. By accepting a –5 penalty, you can move
half your speed (instead of one-quarter your speed).
Making
Your Own Handholds and Footholds: You can make your own handholds and footholds by
pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton
is needed per 3 feet of distance. As with any surface that offers handholds and
footholds, a wall with pitons in it has a DC of 15. In the same way, a climber
with a handaxe or similar implement can cut handholds in an ice wall.
Catching
Yourself When Falling: It’s practically impossible to catch yourself on a wall while
falling. Make a Climb check (DC = wall’s DC + 20) to do so. It’s much easier to
catch yourself on a slope (DC = slope’s DC + 10).
Catching
a Falling Character While Climbing: If someone climbing above you or
adjacent to you falls, you can attempt to catch the falling character if he or
she is within your reach. Doing so requires a successful melee touch attack
against the falling character (though he or she can voluntarily forego any
Dexterity bonus to AC if desired). If you hit, you must immediately attempt a
Climb check (DC = wall’s DC + 10). Success indicates that you catch the falling
character, but his or her total weight, including equipment, cannot exceed your
heavy load limit or you automatically fall. If you fail your Climb check by 4
or less, you fail to stop the character’s fall but don’t lose your grip on the
wall. If you fail by 5 or more, you fail to stop the character’s fall and begin
falling as well.
Action: Climbing is part of
movement, so it’s generally part of a move action (and may be combined with
other types of movement in a move action). Each move action that includes any
climbing requires a separate Climb check. Catching yourself or another falling
character doesn’t take an action.
Special: You can use a rope to
haul a character upward (or lower a character) through sheer strength. You can
lift double your maximum load in this manner.
A
halfling has a +2 racial bonus on Climb checks because halflings are agile and
surefooted.
The
master of a lizard familiar gains a +3 bonus on Climb checks.
If
you have the Athletic feat, you get a +2 bonus on Climb checks.
A
creature with a climb speed has a +8 racial bonus on all Climb checks. The
creature must make a Climb check to climb any wall or slope with a DC higher
than 0, but it always can choose to take 10, even if rushed or threatened while
climbing. If a creature with a climb speed chooses an accelerated climb (see
above), it moves at double its climb speed (or at its land speed, whichever is
slower) and makes a single Climb check at a –5 penalty. Such a creature retains
its Dexterity bonus to Armor Class (if any) while climbing, and opponents get
no special bonus to their attacks against it. It cannot, however, use the run
action while climbing.
Synergy: If you have 5 or more
ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a
knotted rope, or a rope-and-wall combination.
CONCENTRATION (CON)
Check: You must make a
Concentration check whenever you might potentially be distracted (by taking
damage, by harsh weather, and so on) while engaged in some action that requires
your full attention. Such actions include casting a spell, concentrating on an
active spell, directing a spell, using a spell-like ability, or using a skill
that would provoke an attack of opportunity. In general, if an action wouldn’t
normally provoke an attack of opportunity, you need not make a Concentration
check to avoid being distracted.
If
the Concentration check succeeds, you may continue with the action as normal.
If the check fails, the action automatically fails and is wasted. If you were
in the process of casting a spell, the spell is lost. If you were concentrating
on an active spell, the spell ends as if you had ceased concentrating on it. If
you were directing a spell, the direction fails but the spell remains active.
If you were using a spell-like ability, that use of the ability is lost. A
skill use also fails, and in some cases a failed skill check may have other
ramifications as well.
The
table below summarizes various types of distractions that cause you to make a
Concentration check. If the distraction occurs while you are trying to cast a
spell, you must add the level of the spell you are trying to cast to the
appropriate Concentration DC. If more than one type of distraction is present,
make a check for each one; any failed Concentration check indicates that the
task is not completed.
Concentration
DC1 |
Distraction |
10
+ damage dealt |
Damaged
during the action.2 |
10
+ half of continuous |
Taking
continuous damage during the damage last dealt action.3 |
Distracting
spell’s save DC |
Distracted
by nondamaging spell.4 |
10
|
Vigorous
motion (on a moving mount, taking a bouncy wagon ride, in a small boat in
rough water, belowdecks in a stormtossed ship). |
15
|
Violent
motion (on a galloping horse, taking a very rough wagon ride, in a small boat
in rapids, on the deck of a storm-tossed ship). |
20
|
Extraordinarily
violent motion (earthquake). |
15
|
Entangled. |
20
|
Grappling
or pinned. (You can cast only spells without somatic components for which you
have any required material component in hand.) |
5
|
Weather
is a high wind carrying blinding rain or sleet. |
10
|
Weather
is wind-driven hail, dust, or debris. |
Distracting
spell’s save DC |
Weather
caused by a spell, such as storm of vengeance.4 |
1
If you are trying to cast, concentrate on, or direct a spell when the
distraction occurs, add the level of the spell to the indicated DC. |
|
2
Such as during the casting of a spell with a casting time of 1 round or more,
or the execution of an activity that takes more than a single full-round
action (such as Disable Device). Also, damage stemming from an attack of
opportunity or readied attack made in response to the spell being cast (for
spells with a casting time of 1 action) or the action being taken (for
activities requiring no more than a full-round action). |
|
3
Such as from acid arrow. |
|
4
If the spell allows no save, use the save DC it would have if it did allow a
save. |
Action: None. Making a
Concentration check doesn’t take an action; it is either a free action (when
attempted reactively) or part of another action (when attempted actively).
Try
Again:
Yes, though a success doesn’t cancel the effect of a previous failure, such as
the loss of a spell you were casting or the disruption of a spell you were
concentrating on.
Special: You can use Concentration
to cast a spell, use a spell-like ability, or use a skill defensively, so as to
avoid attacks of opportunity altogether. This doesn’t apply to other actions
that might provoke attacks of opportunity.
The
DC of the check is 15 (plus the spell’s level, if casting a spell or using a
spell-like ability defensively). If the Concentration check succeeds, you may
attempt the action normally without provoking any attacks of opportunity. A
successful Concentration check still doesn’t allow you to take 10 on another
check if you are in a stressful situation; you must make the check normally. If
the Concentration check fails, the related action also automatically fails
(with any appropriate ramifications), and the action is wasted, just as if your
concentration had been disrupted by a distraction.
A
character with the Combat Casting feat gets a +4 bonus on Concentration checks
made to cast a spell or use a spell-like ability while on the defensive or
while grappling or pinned.
CRAFT (INT)
Like
Knowledge, Perform, and Profession, Craft is actually a number of separate
skills. You could have several Craft skills, each with its own ranks, each
purchased as a separate skill.
A
Craft skill is specifically focused on creating something. If nothing is
created by the endeavor, it probably falls under the heading of a Profession
skill.
Check: You can practice your
trade and make a decent living, earning about half your check result in gold
pieces per week of dedicated work. You know how to use the tools of your trade,
how to perform the craft’s daily tasks, how to supervise untrained helpers, and
how to handle common problems. (Untrained laborers and assistants earn an
average of 1 silver piece per day.)
The
basic function of the Craft skill, however, is to allow you to make an item of
the appropriate type. The DC depends on the complexity of the item to be
created. The DC, your check results, and the price of the item determine how
long it takes to make a particular item. The item’s finished price also
determines the cost of raw materials.
In
some cases, the fabricate spell can be used to achieve the results of a
Craft check with no actual check involved. However, you must make an
appropriate Craft check when using the spell to make articles requiring a high
degree of craftsmanship.
A
successful Craft check related to woodworking in conjunction with the casting
of the ironwood spell enables you to make wooden items that have the
strength of steel.
When
casting the spell minor creation, you must succeed on an appropriate
Craft check to make a complex item.
All
crafts require artisan’s tools to give the best chance of success. If
improvised tools are used, the check is made with a –2 circumstance penalty. On
the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on
the check.
To
determine how much time and money it takes to make an item, follow these steps.
1.
Find the item’s price. Put the price in silver pieces (1 gp = 10 sp).
2.
Find the DC from the table below.
3.
Pay one-third of the item’s price for the cost of raw materials.
4.
Make an appropriate Craft check representing one week’s work. If the check
succeeds, multiply your check result by the DC. If the result × the DC equals
the price of the item in sp, then you have completed the item. (If the result ×
the DC equals double or triple the price of the item in silver pieces, then you’ve
completed the task in one-half or one-third of the time. Other multiples of the
DC reduce the time in the same manner.) If the result × the DC doesn’t equal
the price, then it represents the progress you’ve made this week. Record the
result and make a new Craft check for the next week. Each week, you make more
progress until your total reaches the price of the item in silver pieces.
If
you fail a check by 4 or less, you make no progress this week.
If
you fail by 5 or more, you ruin half the raw materials and have to pay half the
original raw material cost again.
Progress
by the Day: You
can make checks by the day instead of by the week. In this case your progress
(check result × DC) is in copper pieces instead of silver pieces.
Creating
Masterwork Items: You can make a masterwork item—a weapon, suit of armor,
shield, or tool that conveys a bonus on its use through its exceptional
craftsmanship, not through being magical. To create a masterwork item, you
create the masterwork component as if it were a separate item in addition to
the standard item. The masterwork component has its own price (300 gp for a
weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once
both the standard component and the masterwork component are completed, the masterwork
item is finished. Note: The cost you pay for the masterwork component is
one-third of the given amount, just as it is for the cost in raw materials.
Repairing
Items: Generally,
you can repair an item by making checks against the same DC that it took to
make the item in the first place. The cost of repairing an item is one-fifth of
the item’s price.
When
you use the Craft skill to make a particular sort of item, the DC for checks
involving the creation of that item are typically as given on the following
table.
Item
|
Craft Skill
|
Craft DC
|
Acid
|
Alchemy1
|
15 |
Alchemist’s
fire, smokestick, or tindertwig |
Alchemy1
|
20 |
Antitoxin,
sunrod, tanglefoot bag, or thunderstone |
Alchemy1
|
25 |
Armor
or shield |
Armorsmithing
|
10
+ AC bonus |
Longbow
or shortbow |
Bowmaking
|
12 |
Composite
longbow or composite shortbow |
Bowmaking
|
15 |
Composite
longbow or composite shortbow with high strength rating |
Bowmaking
|
15
+ (2 × rating) |
Crossbow
|
Weaponsmithing
|
15 |
Simple
melee or thrown weapon |
Weaponsmithing
|
12 |
Martial
melee or thrown weapon |
Weaponsmithing
|
15 |
Exotic
melee or thrown weapon |
Weaponsmithing
|
18 |
Mechanical
trap |
Trapmaking
|
Varies2 |
Very
simple item (wooden spoon) |
Varies |
5 |
Typical
item (iron pot) |
Varies
|
10 |
High-quality
item (bell) |
Varies
|
15 |
Complex
or superior item (lock) |
Varies
|
20 |
1
You must be a spellcaster to craft any of these items. |
||
2
Traps have their own rules for construction. |
Action: Does not apply. Craft
checks are made by the day or week (see above).
Try
Again:
Yes, but each time you miss by 5 or more, you ruin half the raw materials and
have to pay half the original raw material cost again.
Special: A dwarf has a +2 racial
bonus on Craft checks that are related to stone or metal, because dwarves are
especially capable with stonework and metalwork.
A
gnome has a +2 racial bonus on Craft (alchemy) checks because gnomes have
sensitive noses.
You
may voluntarily add +10 to the indicated DC to craft an item. This allows you
to create the item more quickly (since you’ll be multiplying this higher DC by
your Craft check result to determine progress). You must decide whether to
increase the DC before you make each weekly or daily check.
To
make an item using Craft (alchemy), you must have alchemical equipment and be a
spellcaster. If you are working in a city, you can buy what you need as part of
the raw materials cost to make the item, but alchemical equipment is difficult
or impossible to come by in some places. Purchasing and maintaining an
alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks
because you have the perfect tools for the job, but it does not affect the cost
of any items made using the skill.
Synergy: If you have 5 ranks in a
Craft skill, you get a +2 bonus on Appraise checks related to items made with
that Craft skill.
DECIPHER SCRIPT (INT; TRAINED ONLY)
Check: You can decipher writing
in an unfamiliar language or a message written in an incomplete or archaic
form. The base DC is 20 for the simplest messages, 25 for standard texts, and
30 or higher for intricate, exotic, or very old writing.
If
the check succeeds, you understand the general content of a piece of writing
about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom
check to see if you avoid drawing a false conclusion about the text. (Success
means that you do not draw a false conclusion; failure means that you do.)
Both
the Decipher Script check and (if necessary) the Wisdom check are made
secretly, so that you can’t tell whether the conclusion you draw is true or
false.
Action: Deciphering the
equivalent of a single page of script takes 1 minute (ten consecutive
full-round actions).
Try
Again:
No.
Special: A character with the
Diligent feat gets a +2 bonus on Decipher Script checks.
Synergy: If you have 5 or more
ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks
involving scrolls.
DIPLOMACY (CHA)
Check: You can change the
attitudes of others (nonplayer characters) with a successful Diplomacy check;
see the Influencing NPC Attitudes sidebar, below, for basic DCs. In
negotiations, participants roll opposed Diplomacy checks, and the winner gains
the advantage. Opposed checks also resolve situations when two advocates or
diplomats plead opposite cases in a hearing before a third party.
Action: Changing others’
attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive
full-round actions). In some situations, this time requirement may greatly
increase. A rushed Diplomacy check can be made as a full-round action, but you
take a –10 penalty on the check.
Try
Again:
Optional, but not recommended because retries usually do not work. Even if the
initial Diplomacy check succeeds, the other character can be persuaded only so
far, and a retry may do more harm than good. If the initial check fails, the
other character has probably become more firmly committed to his position, and
a retry is futile.
Special: A half-elf has a +2
racial bonus on Diplomacy checks.
If
you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.
Synergy: If you have 5 or more
ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2
bonus on Diplomacy checks.
INFLUENCING
NPC ATTITUDES
Use
the table below to determine the effectiveness of Diplomacy checks (or Charisma
checks) made to influence the attitude of a nonplayer character, or wild
empathy checks made to influence the attitude of an animal or magical beast.
Initial
Attitude |
—————
New Attitude (DC to achieve)————— |
||||
|
Hostile |
Unfriendly |
Indifferent |
Friendly |
Helpful |
Hostile |
Less than 20 |
20 |
25 |
35 |
50 |
Unfriendly |
Less than 5 |
5 |
15 |
25 |
40 |
Indifferent |
— |
Less than 1 |
1 |
15 |
30 |
Friendly |
— |
— |
Less than 1 |
1 |
20 |
Helpful |
— |
— |
— |
Less than 1 |
1 |
Attitude
|
Means
|
Possible
Actions |
Hostile
|
Will
take risks to hurt you |
Attack,
interfere, berate, flee |
Unfriendly
|
Wishes
you ill |
Mislead,
gossip, avoid, watch suspiciously, insult |
Indifferent
|
Doesn’t
much care |
Socially
expected interaction |
Friendly
|
Wishes
you well |
Chat,
advise, offer limited help, advocate |
Helpful
|
Will
take risks to help you |
Protect,
back up, heal, aid |
DISABLE DEVICE (INT; TRAINED ONLY)
Check: The Disable Device check
is made secretly, so that you don’t necessarily know whether you’ve succeeded.
The
DC depends on how tricky the device is. Disabling (or rigging or jamming) a
fairly simple device has a DC of 10; more intricate and complex devices have
higher DCs.
If
the check succeeds, you disable the device. If it fails by 4 or less, you have
failed but can try again. If you fail by 5 or more, something goes wrong. If
the device is a trap, you spring it. If you’re attempting some sort of
sabotage, you think the device is disabled, but it still works normally.
You
also can rig simple devices such as saddles or wagon wheels to work normally
for a while and then fail or fall off some time later (usually after 1d4 rounds
or minutes of use).
Device
|
Time |
Disable Device DC1 |
Example |
Simple |
1
round |
10 |
Jam
a lock |
Tricky |
1d4
rounds |
15 |
Sabotage
a wagon wheel |
Difficult |
2d4
rounds |
20 |
Disarm
a trap, reset a trap |
Wicked |
2d4
rounds |
25 |
Disarm
a complex trap, cleverly sabotage a clockwork device |
1If
you attempt to leave behind no trace of your tampering, add 5 to the DC. |
Action: The amount of time needed
to make a Disable Device check depends on the task, as noted above. Disabling a
simple device takes 1 round and is a full-round action. An intricate or complex
device requires 1d4 or 2d4 rounds.
Try
Again:
Varies. You can retry if you have missed the check by 4 or less, though you
must be aware that you have failed in order to try again.
Special: If you have the Nimble
Fingers feat, you get a +2 bonus on Disable Device checks.
A
rogue who beats a trap’s DC by 10 or more can study the trap, figure out how it
works, and bypass it (along with her companions) without disarming it.
Restriction: Rogues (and other
characters with the trapfinding class feature) can disarm magic traps. A magic
trap generally has a DC of 25 + the spell level of the magic used to create it.
The
spells fire trap, glyph of warding, symbol, and teleportation circle also
create traps that a rogue can disarm with a successful Disable Device check. Spike
growth and spike stones, however, create magic traps against which
Disable Device checks do not succeed. See the individual spell descriptions for
details.
OTHER
WAYS TO BEAT A TRAP
It’s
possible to ruin many traps without making a Disable Device check.
Ranged
Attack Traps: Once
a trap’s location is known, the obvious way to ruin it is to smash the
mechanism—assuming the mechanism can be accessed. Failing that, it’s possible
to plug up the holes from which the projectiles emerge. Doing this prevents the
trap from firing unless its ammunition does enough damage to break through the
plugs.
Melee
Attack Traps: These
devices can be thwarted by smashing the mechanism or blocking the weapons, as
noted above. Alternatively, if a character studies the trap as it triggers, he
might be able to time his dodges just right to avoid damage. A character who is
doing nothing but studying a trap when it first goes off gains a +4 dodge bonus
against its attacks if it is triggered again within the next minute.
Pits:
Disabling
a pit trap generally ruins only the trapdoor, making it an uncovered pit.
Filling in the pit or building a makeshift bridge across it is an application
of manual labor, not the Disable Device skill. Characters could neutralize any
spikes at the bottom of a pit by attacking them—they break just as daggers do.
Magic
Traps: Dispel
magic helps
here. Someone who succeeds on a caster level check against the level of the
trap’s creator suppresses the trap for 1d4 rounds. This works only with a
targeted dispel magic, not the area version (see the spell description).
DISGUISE (CHA)
Check: Your Disguise check
result determines how good the disguise is, and it is opposed by others’ Spot
check results. If you don’t draw any attention to yourself, others do not get
to make Spot checks. If you come to the attention of people who are suspicious
(such as a guard who is watching commoners walking through a city gate), it can
be assumed that such observers are taking 10 on their Spot checks.
You
get only one Disguise check per use of the skill, even if several people are
making Spot checks against it. The Disguise check is made secretly, so that you
can’t be sure how good the result is.
The
effectiveness of your disguise depends in part on how much you’re attempting to
change your appearance.
Disguise
|
Disguise Check
Modifier
|
Minor
details only |
+5 |
Disguised
as different gender1 |
–2 |
Disguised
as different race1 |
–2 |
Disguised
as different age category1 |
–22 |
1These modifiers are cumulative; use any that apply. |
|
2Per step of difference
between your actual age category and your disguised age category. The steps
are: young (younger than adulthood), adulthood, middle age, old, and
venerable. |
If
you are impersonating a particular individual, those who know what that person
looks like get a bonus on their Spot checks according to the table below.
Furthermore, they are automatically considered to be suspicious of you, so
opposed checks are always called for.
Familiarity |
Viewer’s
Spot Check Bonus |
Recognizes
on sight |
+4 |
Friends
or associates |
+6 |
Close
friends |
+8 |
Intimate
|
+10 |
Usually,
an individual makes a Spot check to see through your disguise immediately upon
meeting you and each hour thereafter. If you casually meet many different
creatures, each for a short time, check once per day or hour, using an average
Spot modifier for the group.
Action: Creating a disguise
requires 1d3×10 minutes of work.
Try
Again:
Yes. You may try to redo a failed disguise, but once others know that a
disguise was attempted, they’ll be more suspicious.
Special: Magic that alters your
form, such as alter self, disguise self, polymorph, or shapechange, grants
you a +10 bonus on Disguise checks (see the individual spell descriptions). You
must succeed on a Disguise check with a +10 bonus to duplicate the appearance
of a specific individual using the veil spell. Divination magic that
allows people to see through illusions (such as true seeing) does not
penetrate a mundane disguise, but it can negate the magical component of a
magically enhanced one.
You
must make a Disguise check when you cast a simulacrum spell to determine
how good the likeness is.
If
you have the Deceitful feat, you get a +2 bonus on Disguise checks.
Synergy: If you have 5 or more
ranks in Bluff, you get a +2 bonus on Disguise checks when you know that you’re
being observed and you try to act in character.
ESCAPE ARTIST (DEX; ARMOR CHECK PENALTY)
Check: The table below gives the
DCs to escape various forms of restraints.
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).
Restraint
|
Escape Artist DC |
Ropes
Binder’s |
Use Rope check at +10 |
Net,
animate rope spell, command plants spell, control plants spell,
or entangle spell |
20 |
Snare
spell |
23 |
Manacles
|
30 |
Tight
space |
30 |
Masterwork
manacles |
35 |
Grappler
|
Grappler’s grapple check result |
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.
Special: If you have the Agile
feat, you get a +2 bonus on Escape Artist checks.
Synergy: If you have 5 or more
ranks in Escape Artist, you get a +2 bonus on Use Rope checks to bind someone.
If
you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist
checks when escaping from rope bonds.
FORGERY (INT)
Check: Forgery requires writing
materials appropriate to the document being forged, enough light or sufficient
visual acuity to see the details of what you’re writing, wax for seals (if
appropriate), and some time. To forge a document on which the handwriting is
not specific to a person (military orders, a government decree, a business
ledger, or the like), you need only to have seen a similar document before, and
you gain a +8 bonus on your check. To forge a signature, you need an autograph
of that person to copy, and you gain a +4 bonus on the check. To forge a longer
document written in the hand of some particular person, a large sample of that
person’s handwriting is needed.
The
Forgery check is made secretly, so that you’re not sure how good your forgery
is. As with Disguise, you don’t even need to make a check until someone
examines the work. Your Forgery check is opposed by the Forgery check of the
person who examines the document to check its authenticity. The examiner gains
modifiers on his or her check if any of the conditions on the table below
exist.
Condition
|
Reader’s Forgery Check
Modifier |
Type
of document unknown to reader |
–2 |
Type
of document somewhat known to reader |
+0 |
Type
of document well known to reader |
+2 |
Handwriting
not known to reader |
–2 |
Handwriting
somewhat known to reader |
+0 |
Handwriting
intimately known to reader |
+2 |
Reader
only casually reviews the document |
–2 |
A
document that contradicts procedure, orders, or previous knowledge, or one that
requires sacrifice on the part of the person checking the document can increase
that character’s suspicion (and thus create favorable circumstances for the
checker’s opposing Forgery check).
Action: Forging a very short and
simple document takes about 1 minute. A longer or more complex document takes
1d4 minutes per page.
Try
Again:
Usually, no. A retry is never possible after a particular reader detects a
particular forgery. But the document created by the forger might still fool
someone else. The result of a Forgery check for a particular document must be
used for every instance of a different reader examining the document. No reader
can attempt to detect a particular forgery more than once; if that one opposed
check goes in favor of the forger, then the reader can’t try using his own
skill again, even if he’s suspicious about the document.
Special: If you have the Deceitful
feat, you get a +2 bonus on Forgery checks.
Restriction: Forgery is
language-dependent; thus, to forge documents and detect forgeries, you must be
able to read and write the language in question. A barbarian can’t learn the
Forgery skill unless he has learned to read and write.
GATHER INFORMATION
(CHA)
Check: An evening’s time, a few
gold pieces for buying drinks and making friends, and a DC 10 Gather
Information check get you a general idea of a city’s major news items, assuming
there are no obvious reasons why the information would be withheld. The higher
your check result, the better the information.
If
you want to find out about a specific rumor, or a specific item, or obtain a
map, or do something else along those lines, the DC for the check is 15 to 25,
or even higher.
Action: A typical Gather
Information check takes 1d4+1 hours.
Try
Again:
Yes, but it takes time for each check. Furthermore, you may draw attention to
yourself if you repeatedly pursue a certain type of information.
Special: A half-elf has a +2
racial bonus on Gather Information checks.
If
you have the Investigator feat, you get a +2 bonus on Gather Information
checks.
Synergy: If you have 5 or more
ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
HANDLE ANIMAL (CHA; TRAINED ONLY)
Check: The DC depends on what
you are trying to do.
Task
|
Handle Animal
DC
|
Handle
an animal |
10 |
“Push”
an animal |
25 |
Teach
an animal a trick |
15
or 201 |
Train
an animal for a general purpose |
15
or 201 |
Rear
a wild animal |
15
+ HD of animal |
1See the specific trick
or purpose below. |
General
Purpose |
DC
|
General
Purpose |
DC |
Combat
riding |
20
|
Hunting
|
20 |
Fighting
|
20
|
Performance
|
15 |
Guarding
|
20
|
Riding
|
15 |
Heavy
labor |
15 |
|
Handle
an Animal: This
task involves commanding an animal to perform a task or trick that it knows. If
the animal is wounded or has taken any nonlethal damage or ability score
damage, the DC increases by 2. If your check succeeds, the animal performs the
task or trick on its next action.
“Push”
an Animal: To push an animal means to get it to perform a task or trick
that it doesn’t know but is physically capable of performing. This category
also covers making an animal perform a forced march or forcing it to hustle for
more than 1 hour between sleep cycles. If the animal is wounded or has taken
any nonlethal damage or ability score damage, the DC increases by 2. If your
check succeeds, the animal performs the task or trick on its next action.
Teach
an Animal a Trick: You can teach an animal a specific trick with one week of work
and a successful Handle Animal check against the indicated DC. An animal with
an Intelligence score of 1 can learn a maximum of three tricks, while an animal
with an Intelligence score of 2 can learn a maximum of six tricks. Possible
tricks (and their associated DCs) include, but are not necessarily limited to,
the following.
Attack
(DC 20): The animal attacks apparent enemies. You may point to a particular
creature that you wish the animal to attack, and it will comply if able.
Normally, an animal will attack only humanoids, monstrous humanoids, giants, or
other animals. Teaching an animal to attack all creatures (including such
unnatural creatures as undead and aberrations) counts as two tricks.
Come
(DC 15): The animal comes to you, even if it normally would not do so.
Defend
(DC 20): The animal defends you (or is ready to defend you if no threat is
present), even without any command being given. Alternatively, you can command
the animal to defend a specific other character.
Down
(DC 15): The animal breaks off from combat or otherwise backs down. An animal
that doesn’t know this trick continues to fight until it must flee (due to
injury, a fear effect, or the like) or its opponent is defeated.
Fetch
(DC 15): The animal goes and gets something. If you do not point out a specific
item, the animal fetches some random object.
Guard
(DC 20): The animal stays in place and prevents others from approaching.
Heel
(DC 15): The animal follows you closely, even to places where it normally
wouldn’t go.
Perform
(DC 15): The animal performs a variety of simple tricks, such as sitting up,
rolling over, roaring or barking, and so on.
Seek
(DC 15): The animal moves into an area and looks around for anything that is
obviously alive or animate.
Stay
(DC 15): The animal stays in place, waiting for you to return. It does not
challenge other creatures that come by,
though
it still defends itself if it needs to.
Track
(DC 20): The animal tracks the scent presented to it. (This requires the animal
to have the scent ability)
Work
(DC 15): The animal pulls or pushes a medium or heavy load.
Train
an Animal for a Purpose: Rather than teaching an animal individual tricks, you can
simply train it for a general purpose. Essentially, an animal’s purpose represents
a preselected set of known tricks that fit into a common scheme, such as
guarding or heavy labor. The animal must meet all the normal prerequisites for
all tricks included in the training package. If the package includes more than
three tricks, the animal must have an Intelligence score of 2.
An
animal can be trained for only one general purpose, though if the creature is
capable of learning additional tricks (above and beyond those included in its
general purpose), it may do so. Training an animal for a purpose requires fewer
checks than teaching individual tricks does, but no less time.
Combat
Riding (DC 20): An animal trained to bear a rider into combat knows the tricks
attack, come, defend, down, guard, and heel. Training an animal for combat riding
takes six weeks. You may also “upgrade” an animal trained for riding to one
trained for combat riding by spending three weeks and making a successful DC 20
Handle Animal check. The new general purpose and tricks completely replace the
animal’s previous purpose and any tricks it once knew. Warhorses and riding
dogs are already trained to bear riders into combat, and they don’t require any
additional training for this purpose.
Fighting
(DC 20): An animal trained to engage in combat knows the tricks attack, down,
and stay. Training an animal for fighting takes three weeks.
Guarding
(DC 20): An animal trained to guard knows the tricks attack, defend, down, and
guard. Training an animal for guarding takes four weeks.
Heavy
Labor (DC 15): An animal trained for heavy labor knows the tricks come and
work. Training an animal for heavy labor takes two weeks.
Hunting
(DC 20): An animal trained for hunting knows the tricks attack, down, fetch,
heel, seek, and track. Training an animal for hunting takes six weeks.
Performance
(DC 15): An animal trained for performance knows the tricks come, fetch, heel,
perform, and stay. Training an animal for performance takes five weeks.
Riding
(DC 15): An animal trained to bear a rider knows the tricks come, heel, and
stay. Training an animal for riding takes three weeks.
Rear
a Wild Animal: To
rear an animal means to raise a wild creature from infancy so that it becomes
domesticated. A handler can rear as many as three creatures of the same kind at
once.
A
successfully domesticated animal can be taught tricks at the same time it’s
being raised, or it can be taught as a domesticated animal later.
Action: Varies. Handling an
animal is a move action, while pushing an animal is a full-round action. (A
druid or ranger can handle her animal companion as a free action or push it as
a move action.) For tasks with specific time frames noted above, you must spend
half this time (at the rate of 3 hours per day per animal being handled)
working toward completion of the task before you attempt the Handle Animal
check. If the check fails, your attempt to teach, rear, or train the animal
fails and you need not complete the teaching, rearing, or training time. If the
check succeeds, you must invest the remainder of the time to complete the
teaching, rearing, or training. If the time is interrupted or the task is not
followed through to completion, the attempt to teach, rear, or train the animal
automatically fails.
Try
Again:
Yes, except for rearing an animal.
Special: You can use this skill on
a creature with an Intelligence score of 1 or 2 that is not an animal, but the
DC of any such check increases by 5. Such creatures have the same limit on
tricks known as animals do.
A
druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving
her animal companion.
In
addition, a druid’s or ranger’s animal companion knows one or more bonus
tricks, which don’t count against the normal limit on tricks known and don’t
require any training time or Handle Animal checks to teach.
If
you have the Animal Affinity feat, you get a +2 bonus on Handle Animal checks.
Synergy: If you have 5 or more
ranks in Handle Animal, you get a +2 bonus on Ride checks and wild empathy
checks.
Untrained: If you have no ranks in
Handle Animal, you can use a Charisma check to handle and push domestic
animals, but you can’t teach, rear, or train animals. A druid or ranger with no
ranks in Handle Animal can use a Charisma check to handle and push her animal
companion, but she can’t teach, rear, or train other nondomestic animals.