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ACROBATICS (Dex; Armor Check Penalty)

Surface Width Base Acrobatics DC Situation Base Acrobatics DC*


Greater than 3 feet wide 0* Move through a threatened area Opponent's CMD
13 feet wide 5* Move through an enemy's space 5 + opponent's CMD
711 inches wide 10 Move 5 while prone (requires FULL ROUND ACTON) Opponents CMD +5
26 inches wide 15 FALLING: Ignore the first 10 feet fallen 15
Less than 2 inches wide 20 * This DC is used to avoid an attack of opportunity due to movement. This DC increases
* No Acrobatics check is needed to move across these surfaces by 2 for each additional opponent avoided in 1 round.
unless the modifiers to the surface (below) increase the DC to
10 or higher. Long Jump DC High Jump DC
5 feet 5 1 foot 4
Acrobatics Modifiers DC
10 feet 10 2 feet 8
Slightly obstructed (gravel, sand) +2 15 feet 15 3 feet 12
Severely obstructed (cavern, rubble) +5 20 feet 20 4 feet 16
Slightly slippery (wet) +2 Greater than 20 ft +5 per 5 ft Greater than 4 ft +4 per ft
Severely slippery (icy) +5
Slightly sloped (<45) +2 BLUFF (Cha)
Severely sloped (>45) +5 Circumstances Bluff Modifier
Slightly unsteady (boat in rough water) +2
The target wants to believe you +5
Moderately unsteady (boat in a storm) +5
The lie is believable +0
Severely unsteady (earthquake) +10
The lie is unlikely 5
Move at full speed on narrow or uneven surfaces +5*
The lie is far-fetched 10
* This does not apply to checks made to jump.
The lie is impossible 20
CLIMB (Str; Armor Check Penalty) The target is drunk or impaired +5
You possess convincing proof up to +10
Climb DC Example Surface or Activity Check: Bluff is opposed by Sense Motive
0 A slope too steep to walk up, or a knotted rope Retry for deceiving: -10; if DM allows
with a wall to brace against. Feint: Standard Action. Causes opponent to lose Dex bonus to AC against your
5 A rope with a wall to brace against, or a knotted next attack. DC = 10 + Opp BAB + Opp. Wis Mod OR 10 + Opp. Sense Motive, if
rope, or a rope affected by the rope trick spell. better
10 A surface with ledges to hold on to and stand on, Secret Messages: Simple message: DC 15; Complex message: DC 20. If you fail by
such as a very rough wall or a ship's rigging. 5 or more, the target gets the wrong message. Others can detect with Sense Mo-
tive.
15 Any surface with adequate handholds and foot-
holds (natural or artificial), such as a very rough Check: With a successful check you move one-quarter your speed.
natural rock surface or a tree, or an unknotted Fail by 4 or less: Make no progress
rope, or pulling yourself up when dangling by your Fail by 5 or more: Fall
hands. Accelerated Climbing: By taking a -5 penalty, you can move speed
20 An uneven surface with narrow handholds and Catch Yourself When Falling:
footholds, such as a typical wall in a dungeon. On a wall: DC = Walls DC + 20
25 A rough surface, such as a natural rock wall or a On a slope: DC = Slopes DC + 10
brick wall. Catch a Falling Character While Climbing:
30 An overhang or ceiling with handholds only. If a falling creature is above or adj. to you, if you make a melee touch
A perfectly smooth, flat vertical (or inverted) sur- attack vs. the creature and a climb check with a DC = Walls DC + 10, you
face cannot be climbed. can catch the creature assuming you can carry your load and its weight.
Climb DC DIPLOMACY (Cha)
Modifier* Example Surface or Activity
Starting Attitude Diplomacy DC
10 Climbing a chimney (artificial or natural) or other
location where you can brace against two oppo- Hostile 25 + creature's Cha modifier
site walls. Unfriendly 20 + creature's Cha modifier
5 Climbing a corner where you can brace against Indifferent 15 + creature's Cha modifier
perpendicular walls. Friendly 10 + creature's Cha modifier
+5 Surface is slippery. Helpful 0 + creature's Cha modifier
* These modifiers are cumulative; use all that apply.
DIPLOMACY (Cha) FLY (Dex;ACP)
Request DC Modifier Flying Maneuver Fly DC
Give simple advice or directions 5
Move less than half speed and remain flying 10
Give detailed advice +0
Hover 15
Give simple aid +0
Turn greater than 45 by spending 5 feet of movement 15
Reveal an unimportant secret +5
Turn 180 by spending 10 feet of movement 20
Give lengthy or complicated aid +5
Fly up at greater than 45 angle 20
Give dangerous aid +10
Check: Only when making a complex maneuver. Without a check a creature
Reveal an important secret +10 or more can remain flying if it moved at least half its speed.
Give aid that could result in punishment +15 or more Creatures with Wings:
Additional requests +5 per request Damaged while flying: DC 10 Fly check or lose 10 altitude
Check: Requires 1 minute of continuous interaction. Collision while flying with object your size or greater: DC 25 or fall
Make a Diplomacy check vs. a NPCs initial attitude. For every 5 points
you succeed, increase the attitude by one step (not more than 2 Steps). HEAL (Wis)
If you fail by 5 or more, decrease the attitude by 1 step. Task DC
Duration: Typically 1d4 hours
Requires: a creature that understands you and has an INT of at least 3. First aid 15
Gather Information: Spend 1d4 hours canvassing people in the area. Long-term care 15
Common Information: DC 10; Obscure Information: DC 20 Treat wounds from caltrops, spike growth, or spike stones 15
ESCAPE ARTIST (Dex;ACP) Treat deadly wounds 20
Treat poison Poison's save DC
Restraint Escape Artist DC Treat disease Disease's save DC
Rope/bindings Binder's CMB +20 Long Term Care: After tending patient for a day and making a successful
Net, animate rope, command plants, control check, the patient recovers at twice the normal rate: 2 hp/level or 2 attribute
20
plants, or entangle points for 8 hrs; 4hp/level or 4 attribute points for a full days rest. You can
Snare spell 23 treat up to 6 patients at a time, but cant treat yourself.
Manacles 30 Treat Wounds from Caltrops, Spike Growth or Spike Stones: A creature
wounded by a caltrop moves at speed. Healing a spike growth or spike stone
Tight space 30
wound requires 10 minutes.
Masterwork manacles 35 Treat Deadly Wounds: Restore 1 hp/level. If you succeed the DC by 5 or more
Grappler Grappler's CMD add your Wisdom modifier (if positive). Using this function of the heal skill re-
Action: Escaping from ropes, manacles or other restraints (except a quires 2 uses of a healers kit Without such a kit, you take a -2 to your Heal
grappler) requires 1 minute. check.

HANDLE ANIMAL (Cha; Trained) LIGHT SOURCES


Task DC Object Normal Increased Duration
1
Handle an animal 10 Candle n/a 5 ft. 1 hr.
Push an animal 25 Everburning torch 20 ft. 40 ft. Permanent
Teach an animal a trick 15 or 20* Lamp, common 15 ft. 30 ft. 6 hr./pint
Train an animal for a general purpose 15 or 20* Lantern, bullseye 60-ft. cone 120-ft. cone 6 hr./pint
Rear a wild animal 15 + HD of animal Lantern, hooded 30 ft. 60 ft. 6 hr./pint
* See the specific trick or purpose below. Sunrod 30 ft. 60 ft. 6 hr.
Torch 20 ft. 40 ft. 1 hr.

DISABLE DEVICE (Dex; ACP; Trained Only) Spell Normal Increase Duration
Continual flame 20 ft. 40 ft. Permanent
Device Time DC* Example
Dancing lights (torches) 20 ft. (each) 40 ft. (each) 1 min.
Simple 1 round 10 Jam a lock Daylight 60 ft.2 120 ft. 10 min./level
Tricky 1d4 rounds 15 Sabotage a wagon wheel Light 20 ft. 40 ft. 10 min./level
Difficult 2d4 rounds 20 Disarm a trap, reset a trap 1
A candle does not provide normal illumination, only dim illumination.
Extreme 2d4 rounds Disarm a complex trap,
25 2
The light for a daylight spell is bright light.
cleverly sabotage a clockwork device
Check: This check is made secretly by the DM. If you succeed the device is
disabled, if you fail by 4 or less you can try again, if you fail by 5 or more
something goes wrong. Lock Quality Disable Device DC
Action: Simple: 1 round (Full round action), Tricky: 1d4 rds, Difficult: 2d4
Simple 20
rounds. Opening a lock: a Full Round action.
Average 25
* If you attempt to leave behind no trace of your tampering, add 5 to the Good 30
DC. Superior 40
KNOWLEDGE (Int; Trained Only for DC > 10) PERCEPTION (Wis)
Task Skill DC Detail DC
Identify auras while using detect magic Arcana 15 + spell level Hear the sound of battle 10
Identify a spell effect that is in place Arcana 20 + spell level Notice the stench of rotting garbage 10
Identify materials manufactured by magic Arcana 20 + spell level Detect the smell of smoke 0
Identify a spell that just targeted you Arcana 25 + spell level Hear the details of a conversation 0
Identify the spells cast using a specific material Notice a visible creature 0
Arcana 20
component Determine if food is spoiled 5
Identify underground hazard Dungeoneering 15 + hazard's CR Hear the sound of a creature walking 10
Identify mineral, stone, or metal Dungeoneering 10 Hear the details of a whispered
15
Determine slope Dungeoneering 15 conversation
Determine depth underground Dungeoneering 20 Find the average concealed door 15
Identify dangerous construction Engineering 10 Hear the sound of a key being turned in a
20
Determine a structure's style or age Engineering 15 lock
Determine a structure's weakness Engineering 20 Find the average secret door 20
Identify a creature's ethnicity or accent Geography 10 Hear a bow being drawn 25
Recognize regional terrain features Geography 15 Sense a burrowing creature
25
Know location of nearest community or underneath you
Geography 20 Opposed by
noteworthy site Notice a pickpocket
Know recent or historically significant event History 10 Sleight of Hand
Determine approximate date of a specific event History 15 Notice a creature using Stealth Opposed by Stealth
Know obscure or ancient historical event History 20 Find a hidden trap Varies by trap
Know local laws, rulers, and popular locations Local 10 Identify the powers of a potion through 15 + the potion's
taste caster level
Know a common rumor or local tradition Local 15
Know hidden organizations, rulers, and locations Local 20 Perception Modifiers DC Modifier
Identify natural hazard Nature 15 + hazard's CR Distance to the source, object, or crea-
+1/10 ft
ture
Identify a common plant or animal Nature 10
Through a closed door +5
Identify unnatural weather phenomenon Nature 15
Through a wall +10/ft of thickness
Determine artificial nature of feature Nature 20
Favorable conditions1 2
Know current rulers and their symbols Nobility 10
Unfavorable conditions1 +2
Know proper etiquette Nobility 15
Terrible conditions2 +5
Know line of succession Nobility 20
Creature making the check is
Know the names of the planes Planes 10 +5
distracted
Recognize current plane Planes 15
Creature making the check is asleep +10
Identify a creature's planar origin Planes 20
Creature or object is invisible +20
Recognize a common deity's symbol or clergy Religion 10
1 Favorable and unfavorable conditions depend upon the sense
Know common mythology and tenets Religion 15
being used to make the check. For example, bright light might
Recognize an obscure deity's symbol or clergy Religion 20 decrease the DC of checks involving sight, while torchlight or
Identify a monster's abilities and weaknesses Varies 10 + monster's CR moonlight might increase the DC. Background noise might in-
crease a DC involving hearing, while competing odors might
RIDE (Wis; Armor Check Penalty) increase the DC of a check involving scent.
Task DC 2 As for unfavorable conditions, but more extreme. For
Guide with knees 5 example, candlelight for DCs involving sight, a roaring dragon
Stay in saddle 5 for DCs involving hearing, and an overpowering stench covering
the area for DCs involving scent.
Fight with a combat-trained mount 10
Cover 15
SPELLCRAFT (Wis)
Soft fall 15 Task Spellcraft DC
Leap 15 Identify a spell as it is being cast 15 + spell level
Spur mount 15 Learn a spell from a spellbook or scroll 15 + spell level
Control mount in battle 20 Prepare a spell from a borrowed spellbook 15 + spell level
Fast mount or dismount 20 Identify the properties of a magic item using detect magic 15 + item's caster level
Decipher a scroll 20 + spell level
Craft a magic item Varies by item
SWIM (Str; Armor Check Penalty) SURVIVAL (Wis)
Water Swim DC DC Task
Calm water 10 Get along in the wild. Move up to half your overland speed while hunting and forag-
Rough water 15 10 ing (no food or water supplies needed). You can provide food and water for one
Stormy water 20* other person for every 2 points by which your check result exceeds 10.
* You can't take 10 on a Swim check in stormy water, even if Gain a +2 bonus on all Fortitude saves against severe weather while moving up to
you aren't otherwise being threatened or distracted. half your overland speed, or gain a +4 bonus if you remain stationary. You may
15
grant the same bonus to one other character for every 1 point by which your Sur-
Success: Move action for one quarter speed, Full action for
vival check result exceeds 15.
one-half speed. Fail by 4 or less: no progress; 5 or more, you
sink Keep from getting lost or avoid natural
15
hazards, such as quicksand.
HARDNESS Predict the weather up to 24 hours in
Object Hardness HP Break DC 15 advance. For every 5 points by which your Survival check result exceeds 15, you can
predict the weather for one additional day in advance.
Rope (1 in. diameter) 0 2 23
Simple wooden door 5 10 13 Condition DC Modifier
Small chest 5 1 17 Every three creatures in the group being tracked 1
Good wooden door 5 15 18 Size of creature or creatures being tracked:1
Treasure chest 5 15 23 Fine +8
Strong wooden door 5 20 23 Diminutive +4
Masonry wall (1 ft. thick) 8 90 35 Tiny +2
Hewn stone (3 ft. thick) 8 540 50 Small +1
Chain 10 5 26 Medium +0
Manacles 10 10 26 Large 1
Masterwork manacles 10 10 28 Huge 2
Iron door (2 in. thick) 10 60 28 Gargantuan 4
Colossal 8
Substance Hardness Hit Points
Every 24 hours since the trail was made +1
Glass 1 1/in. of thickness
Every hour of rain since the trail was made +1
Paper or cloth 0 2/in. of thickness
Fresh snow since the trail was made +10
Rope 0 2/in. of thickness
Poor visibility:2
Ice 0 3/in. of thickness
Overcast or moonless night +6
Leather or hide 2 5/in. of thickness
Moonlight +3
Wood 5 10/in. of thickness
Fog or precipitation +3
Stone 8 15/in. of thickness
Tracked party hides trail (and moves at half speed) +5
Iron or steel 10 30/in. of thickness
1 For a group of mixed sizes, apply only the modifier for the largest size catego-
Mithral 15 30/in. of thickness
ry.
Adamantine 20 40/in. of thickness
2 Apply only the largest modifier from this category.
Weapon or Shield Hardness1 HP
Check: A Survival check may represent activity over the course of hours or a
Light blade 10 2 full day.
One-handed blade 10 5 Following Tracks: Make a check to follow tracks for 1 mileat least a full
Two-handed blade 10 10 round action.
Light metal-hafted weapon 10 10 Movement: You move at half speed; at normal speed with a -5; at double-
speed at a -20.
One-handed metal-hafted weapon 10 20
Special: If are trained in Survival you can automatically determine where true
Light hafted weapon 5 2 north lies.
One-handed hafted weapon 5 5 Untrained: You cant track if the DC is greater than 10
Two-handed hafted weapon 5 10
Projectile weapon 5 5
SURVIVAL-Tracking (Surface Modifiers)
Armor special4 armor bonus 5 Surface Survival DC
Buckler 10 5
Very soft ground 5
Light wooden shield 5 7
Soft ground 10
Heavy wooden shield 5 15
Firm ground 15
Light steel shield 10 10
Hard ground 20
Heavy steel shield 10 20
Tower shield 5 20
1
Add +2 for each +1 enhancement bonus of magic items.
2
The hp value given is for Medium armor, weapons, and shields.
Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
3
Add 10 hp for each +1 enhancement bonus of magic items. 4 Varies by material; see Table: Substance Hardness and Hit Points.
Standard Action AoO1
Condition Description
Attack (melee) No
Bleed Take damage at the start of turn. DC 15 Heal check to stop.
Attack (ranged) Yes
Blinded -2 AC, lose Dex to AC, -4 to Str, Dex and Perception skills, all oppo-
Attack (unarmed) Yes
nents have total concealment (50% miss), must make DC 10 Acro-
Activate a magic item other than a potion or oil No batics to move faster than half speed or you fall prone.
Aid another Maybe2 Confused All creatures are enemies
Cast a spell (1 standard action casting time) Yes d% Behavior
Channel energy No 0125 Act normally.
2650 Do nothing but babble incoherently.
Concentrate to maintain an active spell No
5175 Deal 1d8 points of damage + Str modifier to self with item in
Dismiss a spell No hand.
Draw a hidden weapon (see Sleight of Hand skill) No 76100 Attack nearest creature (for this purpose, a familiar counts
as part of the subject's self).
Drink a potion or apply an oil Yes
Escape a grapple No Cowering Can take no actions. -2 AC, lose Dex to AC
Feint No Dazed Can take no actions (no penalties to AC)
Light a torch with a tindertwig Yes Dazzled -1 to Attack and sight based Perception checks
Lower spell resistance No Deafened -4 on Init and Perception, 20% failure with verbal spell
Read a scroll Yes Disabled Typically at or below 0 hp. Take only standard or move action.
Ready (triggers a standard action) No Standard action causes 1 pt of damage (typically causes dying condi-
Stabilize a dying friend (see Heal skill) Yes tion)

Total defense No Dying Cant take any actions. Make a DC 10 Con check with a penalty equal
to negative hp. Success: Stabilized, Failure: 1 hit point. DEAD AT
Use extraordinary ability No
NEGATIVE CON score.
Use skill that takes 1 action Usually
Entangled Move at half speed, can not run or charge, -2 to attacks, -4 to Dex.
Use spell-like ability Yes Casting spell requires DC 15 + Spell Level Concentration check.
Use supernatural ability No
Exhausted Move at half speed. -6 penalty to Str and Dex. Rest 1 hour to be-
Move Action AoO1 come fatigued.
Move Yes Fascinated Takes no actions. -4 to checks made as reactions. Potential threats
Control a frightened mount Yes allow new save, obvious threats break effect.
Direct or redirect an active spell No Fatigued Creature cannot run or charge. -2 penalty to Str and Dex. Rest 8
Draw a weapon3 No hours to remove.
Load a hand crossbow or light crossbow Yes Flat-Footed Loses Dex bonus to AC and CMD.
Open or close a door No Frightened Flees from source of fear if possible, otherwise may attack. -2 on
Mount/dismount a steed No attacks, saves, skill and ability checks.
Move a heavy object Yes Grappled Cant make AOOs, Cant move, -4 to Dex, -2 to attacks and Combat
Pick up an item Yes Maneuver checks except those to grapple or escape. Cant use two
hands. Casting a spell requires a Concentration check (DC 10 + grap-
Sheathe a weapon Yes plers CMB + Spell Level) .
Stand up from prone Yes
Helpless Typically paralyzed, held, bound, pinned, sleeping, unconscious, etc.
Ready or drop a shield3 No Effective Dex = 0, melee attacks get +4. Allows coup de grace.
Retrieve a stored item Yes Nauseated Only take a move action and cannot attack, cast spells, or concen-
Full-Round Action AoO1 trate.
Full attack No Panicked Drop anything its holding and flee at top speed from source of fear
4 and other dangers in encounters in a random direction. -2 to saves,
Charge No
skill and ability checks
Deliver coup de grace Yes
Escape from a net Yes Paralyzed Str and Dex of 0 and Helpless, can take purely mental actions.
Extinguish flames No Pinned Cant move, Flat-footed, -4 to AC, can take verbal and mental ac-
tions and attempt Combat Maneuver or Escape Artist check to es-
Light a torch Yes
cape. Cant cast spells with Somatic components. Spells require DC
Load a heavy or repeating crossbow Yes 10 + grapplers CMB + Spell Level or lose the spell
Lock or unlock weapon in locked gauntlet Yes Prone On ground. -4 to melee attacks (can't use ranged except crossbows).
Prepare to throw splash weapon Yes -4 to melee AC, +4 to ranged AC. Move + AoO to stand.
Run Yes Shaken -2 to attacks, saves, skill and ability checks
Use skill that takes 1 round Usually Sickened -2 to attacks, saves, damage rolls, skill and ability checks
Use a touch spell on up to six friends Yes
Staggered Can only take a move or standard action in a round, not both
Withdraw4 No
Stunned Drop items held. Cant take actions. -2 AC and lose Dex to AC
Free Action AoO1 CONCENTRATION
Cease concentration on a spell No Situation Check DC
Drop an item No Cast defensively 15 + double spell level
Drop to the floor No Injured while casting 10 + damage dealt + spell level
Prepare spell components to cast a spell5 No Continuous damage while casting 10 + 1/2 damage dealt + spell level
Speak No Affected by a non-damaging spell while casting DC of the spell + spell level
Swift Action AoO1 Grappled or pinned while casting 10 + grappler's CMB + spell level
Cast a quickened spell No Vigorous motion while casting 10 + spell level
Violent motion while casting 15 + spell level
Immediate Action AoO1
Extremely violent motion while casting 20 + spell level
Cast feather fall No
Wind with rain or sleet while casting 5 + spell level
No Action AoO1
Wind with hail and debris while casting 10 + spell level
Delay No Weather caused by spell see spell
5-foot step No Entangled while casting 15 + spell level
Action Type Varies AoO1
Defender is Melee Ranged
Perform a combat maneuver6 Yes
Behind cover +4 +4
Use feat7 Varies
Blinded 21 21
1 Regardless of the action, if you move out of a threatened
Concealed or invisible See Concealment
square, you usually provoke an AoO. This column indicates
whether the action itself, not moving, provokes an AoO. Cowering 21 21
2
Entangled +0 +02
2 If you aid someone performing an action that would nor- 1
Flat-footed +0 +01
mally provoke an AoO, then the act of aiding another pro- SIZE MODIFIERS Grappling (but attacker is not) +0 +0
vokes an AoO as well.
3 If you have a base attack bonus of +1 or higher, you can Size AC Mod Helpless 43 +03
combine one of these actions with a regular move. If you Colossal 8 Kneeling or sitting 2 +2
have the Two-Weapon Fighting feat, you can draw two light Gargantuan 4 Pinned 43 +03
or one-handed weapons in the time it would normally take Prone 4 +4
Huge 2
you to draw one.
Large 1 Squeezing through a space 4 4
4 May be taken as a standard action if you are limited to
Medium +0 Stunned 21 21
taking only a single action in a round.
Small +1 1 The defender loses any Dexterity bonus to AC.
5 Unless the component is an extremely large or awkward
item. Tiny +2 2 An entangled character takes a 4 penalty to Dexterity.
Diminutive +4
6 Some combat maneuvers substitute for a melee attack, not 3 The defender is denied his Dexterity bonus to his AC.
an action. As melee attacks, they can be used once in an Fine +8
attack or charge action, one or more times in a full-attack Attacker is Melee Ranged
action, or even as an AoO. Others are used as a separate Dazzled 1 1
action. Entangled 21 21
7 The description of a feat defines its effect. Flanking defender +2
COMBAT MANUEVER BONUS (CMB) Strength Check to: DC Invisible +22 +22
On higher ground +1 +0
Base attack bonus + Strength mod + Special Size Break down simple door 13
Prone 4 3
Modifier Break down good door 18
Shaken or frightened 2 2
Break down strong door 23
Fine 8, Diminutive 4, Tiny 2, Small 1, Medium Squeezing through a space 4 4
Burst rope bonds 23
+0, Large +1, Huge +2, Gargantuan +4, Colossal +8 1 An entangled character also takes a 4 penalty
Bend iron bars 24 to Dexterity, which may affect his attack roll.
COMBAT MANUEVER DEFENSE (CMD) Break down barred door 25
2 The defender loses any Dexterity bonus to AC.
10 + Base Attack bonus + Str mod + Dex mod + Spe- Burst chain bonds 26
3 Most ranged weapons can't be used while the
cial Size Modifier Break down iron door 28 attacker is prone, but you can use a crossbow or
Condition DC Mod* shuriken while prone at no penalty.
Primary
Two-Weapon Fighting Off Hand Hold portal +5
Hand
Arcane lock +10
Normal Penalties -6 -10
* If both apply, use the larger number.
Off-hand weapon is light -4 -8
Two-Weapon Fighting Feat -4 -4
Off-hand weapon is light and
-2 -2
Two-Weapon Fighting Feat

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