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Skill DC Cheat sheet

Skill name

Easy
DC/Mod

Medium
DC/Mod

Hard
DC/Mod

Acrobatics

10

15

20

Appraise

20

25

29

Bluff

-5

(Will be opposed by the NPC or PC's Sense motive)

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

(For doors, wagon wheels, traps etc.)

Disable device (lock)

20

25

30

(20% chance a Hard DC lock will jam if failed)

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

(Add binders CMB if relevant)

Fly

10

15

20

(Only relevant when exceptional moves are made)

Handle Animal

10

15

20

Heal

N/A

15

20

Intimidate

10 + targets HD + targets Wis mod

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

(Is dependent on the town you perform in - Easy=1d10CP/day, Medium=10dsp/day, hard


=3d10sp/day - DC25=1d6 gp/day, DC30 = 3d6 gp/day)

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

Use magic device

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

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