Professional Documents
Culture Documents
Skill name
Easy
DC/Mod
Medium
DC/Mod
Hard
DC/Mod
Acrobatics
10
15
20
Appraise
20
25
29
Bluff
-5
Climb
15
22
(A tree is a medium challenge, easy would be an actual climbing wall, a robe is a DC5)
Diplomacy
10
15
20
(Add the Charisma Mod of the NPC being targeted to the DC - thats it)
Disable device
(sabotage)
10
15
23
20
25
30
Disguise
-1
-5
-8
(These are added to the PC's roll, afterwards several opponents can make opposed
Perception checks against this single roll)
Escape artist
18
20
30
Fly
10
15
20
Handle Animal
10
15
20
Heal
N/A
15
20
Intimidate
Knowledge (all)
10
20
30
Linguistics
18
20
22
Comments
(The DC for jumping horizontally is feet you are trying to jump. The DC for jumping vertically
is feet * 3)
(To see that something is magical is always DC25, fail with less than 5 and you get the price
wrong by 20%, more than 5 and the DM decides how much off you get)
(To get a wild animal is DC15 + HD of the animal - you can upgrade animals by learning them
tricks which takes 6 weeks)
(Treating a damaged PC/NPC is a DC15, it restores 1HP pr. lvl of the victim, a roll of 20 or
more adds the healers Wisdom mod. to the gained HP)
(If successful you force target to become "friendly" for 1d6*10 minutes, in combat the target
is shaken for 1 round + 1 for every 5 rolled pass the DC)
(To identify a monster and its abilities and weaknesses is a DC10 + monsters CR. For Common
monster this is a DC 5+CR, rare a DC15 + monsters CR)
(Used to decipher messages written in unknown languages. If failed, make a DC5 Wisdom
check, of whether the PC avoids drawing a false conclusion about the text)
Perception
10
15
20
(Average concealed door = DC15, average secret door = DC20 - Favorable conditions -2 to DC,
unfavorable conditions +2 to DC, terrible conditions +5 to DC)
Perform
10
15
20
Ride
15
20
(DC5 is for mere movement control in combat/chases, DC10 for fighting with a horse)
Sense motive
15
20
Sleight of hand
10
20
Spellcraft
10+spell lvl
15+spell lvl
Stealth
Survival (track)
10
15
Survival (forage)
N/A
10
(When sense motive is not being used as an opposed check, you can use it to get a hunch of
the social situation)
(To pickpocket someone is a DC20 which decides whether you get the item or not, there after
the target makes an opposed Perception check to see if he notices the attempt, regardless of
25
whether it succeeded or not - you can use a sleight of hand check in combat which adds a +20
to the DC)
(Always remember to add the spell level to the dc - Easy is only when targeting a spell from
20+spell lvl
ones own spell book - to decipher a scroll is a hard dc)
(Is opposed by perception checks - Easy mod is E.g. when you are invisible, hard is when you
use a bluff (E.g. "LOOK OVER THERE!") and then tries to use stealth immediately after - you
-10
have to move at half speed or gain a -5 dc mod - small is +4, large -4)
(Every 1 miles a new check is needed, or every time the tracks gets unclear - if failed a
20
perception check can allow a new check)
25
15
Swim
10
15
20
20
25
30
(For every 2 rolled above DC, you can provide food for another person)
(Still, rough and stormy water - fail by 4 or less and you make no progress, by 5 or more you
go under water - PC can hold their breath under water for 2 * Constitution mod rounds, half
that if in combat)
(Using a wand is DC20 - using a scroll spell not for your class is DC20 + spell caster level just to
decipher it, and to cast it another check of DC10 + spell level)
Blue = skills that often or sometimes should be rolled by the GM - Italics = DC modifyers used when the skill is and opposed skillcheck
By Buein - 2013