Professional Documents
Culture Documents
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By Steven D. Russell
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Additional Thanks to Mike Mearls and Mark Gedak (of the Grand OGL Wiki)
for the vast amount of OGL loot in this product.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.
101 New Skill Uses Copyright © 2011 Steven D. Russell, Open Gaming License Copyright © 2007
Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
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Kip Up: You can get back to your feet faster than most. Leaping Charge
With a successful Acrobatics check (DC 25), you stand
up from a prone position as a swift action. If you fail the through the charge, automatically miss your attack, and
check by 5 or more you suffer 1d6 points of nonlethal end your turn. You suffer the standard –2 penalty to
damage and provoke an attack of opportunity. Armor Class for charging as normal and end your
movement as normal for a charge.
Le Parkour: You move through your environment like
an obstacle course: vaulting obstructions, leaping gaps, Perfect Balance: In return for increasing the Acrobatics
running up walls, throwing yourself hard at a wall then DC by 10, you can move with such grace and agility that
springing off quickly enough to go ever higher, and you are no longer considered flat-footed and you
otherwise taking wild shortcuts. To use your skill in this maintain your Dexterity bonus to AC while balancing on
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strike. Your maneuver catches your foe off guard, 12th 4,400 357987
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Bluff
Blather: With meaningless fast-talk you can converse
your way out of a problem you talked yourself into
without lying or being deceitful. The use of blather
happens after you have just failed a Diplomacy check. If
you have failed that Diplomacy check by 5 or more, the
character’s attitude toward you is decreased by one step.
Normally, you cannot use Diplomacy to influence a
given creature’s attitude more than once in a 24-hour
period. If a request is refused, normally the result does
not change with additional checks, although other
requests might be made.
However, if your Diplomacy check to influence an NPC’s
attitude or a request failed, you can spend another full-
round action talking to the NPC, and then use blather to
make a Bluff check with a +10 circumstance bonus to
the Diplomacy DC (or to your opponent’s original
opposed Diplomacy roll). A success on this Bluff check
results in the NPC forgetting or ignoring your social
failure or poor request, and then you are permitted to
try again with your Diplomacy skill just as though the
required 24 hours had passed.
If, after your failed Diplomacy check, you also fail on
your blather use of Bluff, and you fail by 5 or more, you
deeply insult your target. If it was an attempt to
influence a given creature’s attitude, you make the
character’s attitude worsen by yet another step (so, two
steps total since you failed by 5 or more on the initial Impressive Distraction
Diplomacy check), and if it was a request, you cannot
make any other requests of the target for 24 hours. Once Hide Components: When casting a spell, you can
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cannot use it against the same target again for 24 hours. it harder for others to recognize that you are casting a
spell. Make a Bluff check opposed by any observing
Bury Enchantment: You must have a number of ranks creature’s Perception check (spellcasters add their caster
in Spellcraft equal to double the spell’s level +2 before level to their check). Each observer who fails to beat
you can attempt to bury enchantment. If you do, a your Bluff check fails to determine that you are casting a
person using Sense Motive to sense enchantment must spell. If creatures can see the spell’s effect project
succeed at both the DC 25 (or DC 15) and the opposed outward from you, they know you cast a spell. You must
roll of your Bluff check. You must perform this Bluff perform this Bluff check at the time you cast the spell.
check at the time you cast the spell. This skill use This skill use increases the time involved in casting: the
increases the time involved in casting: the casting of a casting of a swift action become a move action; a
swift action become a move action; a standard action standard action spell becomes a full-round action, and if
spell becomes a full-round action, and if it is already a it is already a full-round action or more, it adds 1 round
full-round action or more, it adds 1 round to the casting to the casting time.
time.
Impressive Distraction: With a successful Bluff check,
Feign Death: You ready an action to make a Bluff check you create a large obvious distraction that draws
the next time you take damage. Make a Bluff check everyone’s attention for 1 round. The DC of this check is
opposed by any interested observer’s Sense Motive equal to 10 + your opponent’s base attack bonus + your
check. As a rule of thumb, only opponents directly opponent’s Wisdom modifier. If your opponent is
engaged against you should make this check. You trained in Sense Motive, the DC is instead equal to 10 +
automatically fall prone and drop any items you hold. your opponent’s Sense Motive bonus, if higher. Allies
Your GM keeps the result of the Sense Motive check are able to use Stealth or to flee until they are out of
secret, and you are considered flat-footed until your next sight during this time. There may be opponents who
action. You are not considered helpless, as you can try to were aware of you or your allies before you make this
defend yourself against a coup de grace or similar attack attempt, if any of your allies attempt to attack those
at the last moment. opponents during this round, that attempt negates the
If you attack an opponent who thinks you are dead, she beneficial effect of this skill use.
is considered to be flat-footed against you until the end If you draw attention just to yourself, you can perform
of your action. Once your action ends, your foes this action as a full-round action. If you take at least 1d3
obviously know that you are alive. x 10 minutes to prepare a distraction, you can have it
draw your opponent’s attention elsewhere. Using magic
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(such as a delayed blast fireball spell) reduces this Scaling Attack: Against a larger opponent, you grab
action to the time required to cast the spell or trigger the hold of its belt, armor, scales, horned plates, or other
effect and with the GM’s permission may grant you (up footholds to scramble up its body and attack. Against a
to) a +10 competence bonus to the check. creature that is at least two size categories larger than
you are, you may make a Climb check as a standard
Climb action (DC 10 + opponent’s BAB). If you succeed, you
climb your opponent as per the Climb skill. You must
Brachiation: The deep forests and jungles of the world use one hand to hold on as you take other actions, you
are choked with hanging vines and flexible branches. cannot use a shield, and you lose your Dexterity bonus
Some characters can use these objects as impromptu to Armor Class. The opponent you climbed loses his
ropes and swing lines, giving them the ability to move Dexterity bonus to Armor Class against your attacks.
with incredible speed, far removed from the dangers of You occupy the same space as your foe. You provoke an
the forest floor. attack of opportunity for entering a foe’s space. In
In order to use Climb in this manner, there must be addition, you suffer a –2 penalty to your Climb check if
sufficient flexible branches and vines for you to grasp you have only one free hand.
and they must be long enough to allow you to swing Your opponent can attempt to knock you off with each
between trees. For this reason, brachiation can only be attack action it possesses causing you to make an
used in forest, jungle and some swamp terrain additional Climb check (same DC). If he succeeds, you
(specifically, swampy forests). The DC of moving along fall and take damage both as if he hit you with the attack
using skill use is 20. Failure by 4 or less means you do and from falling, after landing you provoke an attack of
not move but can try again (having missed your next opportunity. You land prone in a randomly determined,
hand hold); Failure by 5 or more results in you falling. If unoccupied square adjacent to your foe. If all of the
the GM rules that there are sufficient vines and flexible adjacent squares are filled, you land in the nearest
branches to use this skill, then you can use your ranks in empty square (determine randomly if necessary).
the Climb skill, rather than the Acrobatics skill, to
perform a jump. When using branches or vines to jump Slide: Some characters master the art of sliding down
in this fashion, you are always considered to be making tree trunks, poles, columns, and other slopped surfaces
a running jump. by using only their feet and fingertips to maintain loose
contact with the surface. With a successful Climb check
Fighting Climb: In return for increasing the Climb DC (DC for surface +5), you can slide along a downward
by 10, you can move with such speed and vigor that you sloping surface at up to your run movement rate. Failure
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your Dexterity bonus to AC while climbing. (your grip being too tight); Failure by 5 or more results
in you falling.
Rapid Ascent: With the aid of the terrain or the
environment, you make your way up a surface with Slow Descent: If you fall or are knocked from a structure
incredible speed. You can move upward a distance in you can, with a successful Climb check, grab hold of that
feet equal to your Climb check result, though you must structure (such as the branches of a tree) on your way
move in increments of 5 feet, as normal (round down to down, slowing your descent and reducing the damage
the nearest number divisible by 5 to determine how far you take. With a successful Climb check (DC 20), you
you can move). Note that this skill use assumes you have reduce the damage you take from a fall by 10 feet. A
some method of aiding your ascent, such as handholds failed check results in you taking an additional 1d6
or a rope. Otherwise, you probably need to use points of damage from the fall (as you misjudge and hit
Acrobatics to move upward. If you fail your Climb check what you were trying to grab.
you fall from your starting position, land prone, and
suffer an additional 1d6 points of falling damage. If you
were standing on the ground, you still fall prone and Craft (alchemy)
(alchemy)
suffer the additional 1d6 points of falling damage. Refining Substance: Alchemists are prized in many
communities for their ability to treat the substances
Rapid Descent: Using a rope or handholds, you used in forging such as weapons, armor, and other tools.
scramble down a surface. You can move downward a The smith’s skill is most important in crafting these
distance in feet equal to twice your Climb check result, items, of course, but a skilful alchemist can provide the
though you must move in increments of 5 feet, as craftsmen with the finest raw materials from which to
normal (round down to the nearest number divisible by create their items. In order to prepare substances for
5 to determine how far you can move). Note that this forging, the alchemist must have a furnace in which to
stunt assumes you have some method of aiding your melt the metal or other substances and remove its
descent, such as handholds or a rope. Otherwise, you impurities. Most smiths have no problem allowing an
probably need to use Acrobatics to move downward (or alchemist to use their forge for this purpose, knowing
fall). If you fail your Climb check you fall from your they will benefit from the improved quality of the
starting position, land prone, and suffer an additional refined substance. It requires 8 hours to refine 50
1d6 points of falling damage. pounds of substance, plus an alchemy check (DC 25)
and 1,500 gp for each weapon, armor, shield, tool, or
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10x10 foot section. Refined substances may have any are considered flat-footed until the beginning of your
one of the following properties: next turn. Make a Diplomacy check with a DC as
• Increased Weapon Hardness: Any weapon, indicated on the table below. If you succeed, your
metal shield, or medium (or heavier) armor opponents ready actions to attack when you or your
fashioned from refined substances has a allies attack or take a threatening action. You may then
hardness 2 higher than normal. A longsword parlay as normal with your foes. Your GM may consider
forged from this type of refined substances, for your foes to remain active on their initiative counts.
example, would have a hardness of 12 rather Combat does not end until both sides have stepped
than 10. down from their alert standing. The base DC of the
• Inner Strength: The hit points of a weapon, check is based on the opponent with the highest CR; 15
shield, or armor fashioned from the refined + that opponent’s hit dice + his wisdom modifier + a
metal has 25% more hit points than normal. A situational modifier (see below). If the Challenge
large steel shield fashioned from this type of Ratings of all your opponents are equal use the
refined substance has 25 hit points rather than opponent with the highest Wisdom score.
20.
• Easy to Work: The substance is so easy to work Situation DC
with that all Craft checks made when using it Your foes have the advantage +10
receive a +1 circumstance bonus. Weapons and The battle is even +0
shields provide their normal protection but Your opponents are losing -10
weigh 10% more than normal.
• Magically Treated: When an object is Your GM may rule that certain foes are immune to this
fashioned using this refined substance, the skill use, such as fanatics who are inspired by religious
object’s Break DC is increased by +20 above or political fervor, raging barbarians, and other hateful
normal, its hardness is increased 100% above enemies. In addition, you must share a language with
normal and its hit points are increased 100% your opponents or otherwise have some means of
(or + 50 hp whichever is greater) above communicating with them.
normal. A magically treated wall also gains a
saving throw against spells that could affect it, Calm Emotions: Use Diplomacy to talk your way out of
with the save bonus equaling 2 + 1/2 your a potential fight. When dealing with an NPC who is
ranks in Craft (alchemy) + your Intelligence ready to make an attack, make a Diplomacy check
modifier. opposed by your opponent’s Sense Motive check (or 20
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of the material used in the attempt is ruined by modifier, whichever is higher), to bring him to his
each failed attempt, including the first. senses. If you fail, the target may act as normal but you
are considered flat-footed against his attacks until your
next turn. If you succeed, your opponent stops to
Craft (any) consider your words, though he remains hostile. Your
Fast Completion: By adding 10 to the DC of your Craft GM has the final say in determining if your Diplomacy
check, you reduce the time needed to complete the skill has any use in a situation—as a rule of thumb, this
crafting. If the check is successful, you reduce the time skill works in any situation that arises in a neutral or
needed to complete the project (expressed in days or safe setting with a hostile NPC who otherwise has no
weeks) by 50 percent. particular reason to seek your death. You cannot use
Diplomacy against creatures that do not share a
Jury Rig: You can temporarily repair an object with the language with you or have a specific reason to attack
broken condition as a full-round action. The DC of the (you attacking them or trespassing).
check is 20, which negates the broken condition for one
use plus one use per 5 points over 20 (or for 10 minutes Complicate: Sometimes you find it to your advantage to
+ 10 minutes per 5 points over 20 if the item is usually delay the resolution of a specific discussion for a while
involved in continuous use, such as a saddle or wagon). (or even indefinitely). Every time you attempt to
This skill can only be attempted once per object complicate the situation in order to delay resolution you
regardless of success or failure. Failure by 5 or more make a single Diplomacy check. The other participants
results in the object suffering 5 points of additional in the discussion make opposed Sense Motive checks; if
damage (does not ignore hardness) plus 1 point for each you succeed, then you can prevent any of the
point beyond 5 by which it fails. This skill use has no discussion’s participants from coming to agreement for
effect on ruined or destroyed objects and does not repair a single day, without seeming to be interfering. Each
hit point damage. participant that beats your Diplomacy check realizes
what you are doing. The danger associated with this
Diplomacy activity is directly related to the importance of the
situation. Complicating the negotiations between two
Call for Truce: Using your skills of persuasion, you call
countries on the brink of war exposes you to a high
for a temporary halt to the fighting. Your enemies may
degree of risk. Similar actions taken to delay the
halt to listen, but they remain alert and ready for a trick.
discussions of a sea captain and a merchant so that your
As a move action, you call for an end to the fighting and
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information. For 1d3 weeks after this check, anyone Extreme 1d4 35 Disarm a complex
looking for information regarding the topic of your rounds trap, cleverly
rumor might uncover your falsehoods in place of useful sabotage a
information. If Diplomacy checks made by others are clockwork device
less than your own, they uncover your rumor instead of * If you attempt to leave behind no trace of
the information they want. If they exceed you check by your tampering, add 5 to the DC.
10 or more they recognize your rumors as false.
Lock Quality Fast Disable DC
Simple 30
Average 35
Disable Device Good 40
Copy Key: Anyone can pick a lock, but this requires time Superior 50
and only works once. Having a key is much faster and
allows other people to open the lock, but to do this; you Manual Reset: You can reset a trap that has a manual
need the key or a copy of the key. Normally this requires reset with a successful Disable Device check equal to the
access to the original key; however, some truly skilled normal disarm DC; this takes the same amount of time
individuals can map the internal dimensions of a lock that would be required to disarm the trap. If the check
and precisely specify the design to a locksmith. A succeeds, you enable the device. If it fails by 4 or less,
duplicate key can then be made without ever seeing the you have failed but can try again. If you fail by 5 or
original key. If you succeed at the Disable Device check more, something goes wrong and just as you believe you
(open locks DC of the lock +10), you can have a have reset it, you trigger it instead; you cannot try again
locksmith make a Craft (locksmith) check at (DC 15) to as the trap must now be repaired. If you built the trap or
create a duplicate key. witnessed the trap go off you gain a +10 insight bonus to
the check.
Enable Device: If a trap has been disarmed or an object
sabotaged but not broken or ruined you may be able to Modify Device: With a few carefully considered changes
get it working again. When enabling a disarmed trap or to a mechanism’s internal workings, you cause it to
other device, the Disable Device check is made secretly, behave or operate differently. The DC of this attempt
so that you do not necessarily know whether you have equals the DC necessary to disable the device +10. On
succeeded. Your roll is opposed by the original Disable success, you may change one aspect of the item’s
Device check that disarmed or sabotaged the object, if
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the trap.
amount you missed the DC by (does not ignore
hardness.
Disguise
Suppress Cursed Item: If you have the trapfinding Blend In: You can move into a large crowd of people and
ability, you can disarm magic traps. In much the same slightly change your appearance to resemble those
way, you can use this ability to suppress the penalties around you. This allows you to make a check at a -5
and drawbacks of a cursed magic item without circumstance penalty without spending 1d3 x 10
suppressing its benefits (as if the item were in an minutes creating a disguise. However, you may only use
antimagic field), for 1 day, but only if the curse could be Disguise in this manner if there is a group of people
negated by remove curse. The DC for this check is equal nearby into which you can escape. For example, you
to 15 + the caster level of the magic item, with a could blend into a small group of beggars by grabbing a
minimum DC of 25. Failure by 5 or more results in a nearby filthy, soiled cloak, draping it over your
bestow curse spell being inflicted upon you (no save, no shoulders, and sitting down amongst them. Obviously,
spell resistance; details determined by the GM, often this skill does not prevent anyone who witnessed your
related in some way to the curse already present in the attempt from pointing you out to any pursuers or
item). enemies.
Trap-Springing: Sometimes you may want to set off a Disguise Weapon: You hide a weapon on your person,
trap that you have detected or have bypassed, such as making it appear as some ornament or other harmless
when there is an enemy in the room. Trap-springing is keepsake. When you strike with it, you may surprise
like poking at a trap with a stick while ready to jump your enemy and leave her vulnerable to your attack. You
back when the trap triggers. It is much easier than may spend 10 minutes hiding a light, one-handed
carefully disarming the trap, but riskier. The character weapon on your body. You may hide only one weapon at
makes a Disable Device check against a trap he has a time in this manner. Later, you could use your Quick
detected or has bypassed at a DC that is 5 less than the Draw feat or ready an action to attack. When you do so,
DC needed to disarm the trap. If the check succeeds, the make a Disguise check opposed by your foe’s Perception
trap is triggered, but the character and his allies who are check. Your opponent also gains her base attack bonus
aware of the trap gain a +5 insight bonus to any checks as an insight bonus on this check. If your check
or saves needed to avoid or reduce the effects of the trap. succeeds, your opponent is considered flat-footed in
If the check fails, the trap is triggered and you regards to your next attack. Failure results in you
provoking an attack of opportunity from your opponent.
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Handle Animal
Handle Vermin: Some races train and use vermin for
many of the tasks for which others use animals; thus,
they have devised ways to train and handle vermin.
Nevertheless, these creatures are nearly mindless and
are thus more difficult to control than are animals or
beasts. The check DCs and time required for all
associated Handle Animal checks are listed in the
following table.
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intimidated in this way. many hit points of damage it has taken, and how many
more it can withstand before being ruined. This skill
does not work on constructs or undead.
Knowledge (any) Structural Weakness: If you study an unattended object
Research Assist: If you aid another with a Knowledge for at least 3 rounds, you can attempt to discern its weak
check, you can attempt to provide a greater than normal point to your attacks. With a successful Knowledge
bonus to the other character’s total skill check. This (architecture or engineering check) check (DC 15 + the
challenge reflects the fact that a highly trained person unattended object’s hardness), weapons you wield deal
can render better help than an untrained or fumbling the maximum amount of dice damage possible against
assistant. In return for increasing the aid another skill that object. This skill does not work on constructs or
check Difficulty Class by 5 (to DC 15), you boost the undead.
bonus you provide the other character by +1 (for a total
of +3). There is no limit to how high you can push the
Difficulty Class and the bonus, but remember that a
Knowledge check does not allow you to try again, if your Linguistics
check to aid another fails, you provide no bonus. Forge Coins: You can make fake coins using a small
amount of valuable metal and a lot of lead. Making coins
Research Subject: Normally you cannot try again on a requires the use of the Craft (metalworking) skill.
Knowledge check as it represents what you know, and Determine how many coins you wish to make and,
thinking about a topic a second time does not let you before you create them, determine the total value in
know something that you never learned in the first gold, silver, copper or platinum (as appropriate) you use
place. You can, however, research the subject and gain to produce them. The proportion of these materials in
one retry. You must have access to an extensive library relation to the total value of the coins determines a
that covers a specific kind of knowledge about which you modifier for your Linguistics check, as listed in the table
have ranks in Knowledge in that particular field of below. You must use valuable materials worth at least
study. The time to make a Knowledge check using a 10% of the coins’ value or the forgery is automatically
library, however, increases to 1d4 hours; if you wish to detected. Make Craft checks as normal to determine
take 20, the amount of time required to make the check your progress. Anyone inspecting the coins makes an
increases to 20 to 60 hours of research (determined by Appraise check with a DC equal to the result of your
the GM). Particularly complete libraries might even Forgery roll made at the time of the coins’ creation.
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Table: Forge Coins When you make the attempt, the GM makes the roll in
Valuable Materials as a Percentage Forgery secret (DC 25, but it increases for complex speech or an
of Coins’ Total Value Modifier Check inarticulate speaker). You must maintain a line of sight
10%– 30% 0 to the lips being read. If your Perception check succeeds,
31% - 50% +2 you can understand the general content of a minute’s
51% - 75% +4 worth of speech, but you usually still miss certain
76%+ +8 details. If the check fails by 5 points or more, you draw
some incorrect conclusion about the speech.
Intuit Language: When trying to communicate with
someone with whom you do not share a common Perform
language, you can watch his body language, listen for Influence Crowd: Some performers are able to use their
changes in his tone of voice, and use other subtle clues skills to not only earn money and impress an audience,
to determine the gist of what he is trying to say. A but also to influence that audience’s attitudes (in a
successful Linguistics check allows you to pick up the similar manner to using the Diplomacy skill to change
gist of a conversation carried on in a foreign language. NPC attitudes). This use of the Perform skill can only
You must be able to see and hear the creature you wish influence NPCs whose attitude toward you is indifferent
to use this skill on. The level of comprehension is or friendly, and any attempts to influence hostile or
determined by the result of the skill check: unfriendly NPCs in this manner automatically fail. To
influence the attitudes of a crowd, make a normal
Table: Intuit Language Perform check and treat the result exactly as you would
DC Level of Comprehension the result of a Diplomacy check to influence the
15 You can sense the general emotional tone of attitudes of indifferent or friendly NPCs in the audience.
the creature. Example: This goblin is nervous
about something.
20 You have a general sense of what the creature Ride
is talking about. Example: This goblin is Bestride Opponent: If you are two size categories
nervous about the well water. smaller than your opponent is, you may attempt to
25 You pick up half the specific details about quickly mount your foe’s back and impair its actions.
what a creature wants. Example: This goblin You must make a Ride check as a swift action with a DC
thinks the well water is poisoned. equal to 10 + your opponent’s CMD to make the initial
30 You fully comprehend what a creature is quick mount without provoking an attack of opportunity
for this movement. If you succeed, you gain many of the
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Sense Motive
Eureka Assist: If you aid another with a Sense Motive
check, you can attempt to provide a greater than normal
bonus to the other character’s total skill check. This
challenge reflects the fact that a highly trained or
insightful person can render better help than an
untrained or fumbling assistant. In return for increasing
the aid another skill check Difficulty Class by 5 (to DC Eureka Assist
15), you boost the bonus you provide the other character
by +1 (for a total of +3). There is no limit to how high
Read Foe: You pause to study your opponent, reading
you can push the Difficulty Class and the bonus, but
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Sleight of Hand
Conceal Weapon: You keep a dagger or other small
weapon concealed in your clothing or even in your hand.
If you make a sudden attack with it, you can catch an
opponent by surprise. You may make a Sleight of Hand
check as a move action, opposed by your foe’s
Perception check, to prepare a weapon in such a way
that she fails to note that you are armed. Your foe
applies her base attack bonus as a modifier on her
Perception check. You may hide only one weapon at a
time in this manner. If you then attack with this weapon
as a readied action (or if you possess the Quick Draw
feat, as part of an attack action), your opponent is
considered flat-footed against your next attack. Failure
results in you provoking an attack of opportunity from
your opponent. If you hold onto the weapon for more Conceal Weapon
than 1 round, your opponent gains another Perception
check (modified by her base attack bonus) to notice it; You’re Bleeding: You must possess at least 9 ranks in
you oppose this check with another Sleight of Hand Sleight of Hand to perform this skill use. You know how
check with a –2 penalty. The modifiers listed under to deliver a nasty strike without your foe feeling
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Sleight of Hand for different weapon sizes, billowing anything. If you use a light piercing weapon to hit a flat- 358000
clothes, and so forth apply to checks made to conceal a footed opponent, you can choose to have the opponent
weapon. Consult the Sleight of Hand skill’s description not become aware that it has been damaged until the
for more information. start of your next turn, when it also suffers 1 point of
Special: The Disguise skill allows for a similar function bleed damage. Instead, that opponent reacts as if you
(disguise weapon, see above). The Disguise check takes had attacked and either missed or dealt no damage
longer to implement, but it works better when facing (your choice). This skill check is opposed by your
someone who may attempt to search you. opponent’s Perception check and is part of the attack
action.
Plant Item: If you try to place an object on a creature This skill use does not allow the opponent to ignore any
(such as a pin on his clothes or something in his pocket), of the other effects of your attack, such as ability damage
you must make a DC 20 Sleight of Hand check. The from poison on your dagger or suffering the unconscious
opponent makes a Perception check to detect the condition when reduced to fewer than 0 hit points. You
attempt, opposed by the Sleight of Hand check result can only successfully perform this skill use against a
you achieved when you tried to deposit the item. An creature who has not observed you performing it before.
opponent who succeeds on this check notices the
attempt, regardless of whether you planted the item.
You cannot use this skill to plant an item on a creature
during combat if the creature is aware of your presence. Spellcraft
Planting an item is normally a standard action. Analyze Magic Trap: After you (or an ally within 30
However, you may plant an item as a move action by feet) discover a magic trap using the Perception skill or
taking a –20 penalty on the check. other means, you can attempt to determine the exact
nature of the trap using detect magic and the Spellcraft
Surreptitious Frisking: As a move action, you casually skill. The DC of this check equals 20 + the spell’s caster
check the contents of your target’s pockets, bags, level. If you succeed, you know what spell the trap
backpacks, and other equipment, determining if he triggers. If the trap triggers more than one spell, check
carries weapons or any other hidden items. Make a separately for each one. This knowledge grants you no
Sleight of Hand check opposed by your victim’s advantage for disarming the trap, but it does tell you
Perception check. If you fail, your target notices your what to expect should the trap go off.
attempt. Otherwise, your investigation passes
unnoticed.
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Survival
Cover Tracks: You know not only how to find signs that
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Focus: You can clear your mind and act normally even
after sustaining a jarring injury. If you are stunned, you
may make a Survival check at DC 30 to take a single Harvest Venom
standard action the following round, if the stun effect is
the result of a spell or spell-like ability you must make a time on a problem than if you had taken a slower,
DC equal to 25 + the spell’s caster level. If the stun is the
steadier method. With a successful Survival check at DC
result of a creature’s supernatural or extraordinary 20 you cut in half the time needed to take 20 with a skill
attack that had a saving throw the DC is equal to the (this can never be reduced below one full round). If your
save DC of the attack plus half the creature’s hit dice.
Survival check fails, you rush yourself and botch your
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You can attempt this check only once per encounter. attempt. You spend half the time needed for the skill
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Special: Your GM may determine that the particular in the water, you can move up to your full normal
use of sweeping entrance that you are attempting also movement rate for one move action, without need of
requires a Climb or Acrobatics check. another skill check, as the speed of your fall propels you
like a dolphin through the water. Only water that is of a
Terrain Tactics: Your knowledge of the environment depth at least equal to double your height can be dived
allows you to turn your surroundings to your advantage. into in this fashion. On an unsuccessful check, you take
You might pick out just the right spot in a snowbank full damage from the fall. The cliff dive counts as a move
where you can find a steady position while your foes flail action.
through the snow. When fighting in any sort of terrain
that restricts you and your opponent’s movement, you Pierce the Waves: With a successful skill check against a
may make a Survival check with the DC equal to your DC equal to twice the normal Swim DC for the
opponent’s Combat Maneuver Defense as a move action. appropriate water conditions, you can negate the armor
This single opponent must be in your threatened area. If class bonus a creature wading or partially submerged
your check succeeds, you can opt for one of several receives when attacked by a being on land, as well as
effects: reduce the total cover bonus a completely submerged
• Hindering Terrain: You can confer a –1 creature receives to partial cover. This represents your
circumstance penalty on attacks, Armor Class, and instinctive understanding of combat in the water. Since
Combat Maneuver Defense upon your opponent as you must study the water and strike at exactly the right
long as she is in the difficult terrain. You kick snow moment, using Swim in this fashion requires a full-
at her, shift the stones on a gravel slope so that she round action, which includes this Swim check, and a
loses her balance, and so forth. single attack action. Failure by 5 or more results in
• Tangle and Drop: You pull on a vine or rope to doubling the targets cover bonuses.
upset your opponent’s footing or hit her at just the
right angle to disrupt her balance, causing her to Use Magic Device
fall prone in her current space.
Fast Activation: In order to attempt this skill use you
• Terrain Injury: You send a hail of stones, thorns, or
must possess at least 8 or more skill ranks than the
some other environmental debris at your opponent. caster level of the magic item. If you do, and you make a
She suffers 1d6 points of damage. successful check, you can reduce the time needed to
Failure results in your provoking an attack of activate a magic item; the DC for this use is 20 + the
opportunity from your opponent and you cannot try item’s caster level (minimum DC 30). If the activation is
again against the same target for 24 hours.
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reversed or other harmful effect. Possible mishaps are patterns; if the construct is a clay golem you get a
given below. If you fail by 5 or more, you suffer a +5 circumstance bonus to your check. The
mishap. uncontrolled construct goes on a rampage,
• A surge of uncontrolled magical energy deals 1d6 attacking the nearest living creature (including
points of damage per spell level to the item’s user. you), or smashing some object smaller than itself if
• Spell strikes the item’s user or an ally instead of the no creature is within reach. It will then move on to
intended target, or a random target nearby if the spread more destruction once the current target is
item’s user was the intended recipient. laid low. The construct’s creator, if within 60 feet,
• Spell takes effect at some random location within can try to regain control by speaking firmly and
spell range. persuasively to the construct, which requires a DC
19 Charisma check.
• Spell’s effect on the target is contrary to the spell’s • Immobilize: If you have at least 10 ranks in Use
normal effect.
Magic Device, you can increase the DC by 5 and
• The item’s user suffers some minor but bizarre immobilize a construct for 1 round per Use Magic
effect related to the spell in some way. Most such Device rank you possess. Constructs are granted a
effects should last only as long as the original spell’s new Will save each round, just before your turn.
duration, or 2d10 minutes for instantaneous spells. Immobilized constructs are considered helpless.
• Some innocuous item or items appear in the spell’s • Instruct: If you have at least 14 ranks in Use Magic
area. Device, you can increase the DC by 10 and gain
• Spell has delayed effect. Sometime within the next control over a construct creature. Since you can
1d12 hours, the spell activates. If the scroll user was control only non-intelligent constructs, you can
the intended recipient, the spell takes effect communicate only basic commands, such as “come
normally. If the user was not the intended recipient, here,” “go there,” “fight,” “stand still,” and so on.
the spell goes off in the general direction of the Non-intelligent constructs will not obey suicidal or
original recipient or target, up to the spell’s obviously harmful orders. Any act by you or your
maximum range, if the target has moved away. apparent allies that threatens the commanded
construct breaks the effect. Your commands are not
Use Constructs: You manipulate the commands that telepathic, so the construct must be able to hear
allow spellcasters to direct the actions of unintelligent you.
constructs. This skill use is a full-round action that, as If you fail, you cannot try again on the same target for
part of that action, requires a successful touch attack 24 hours.
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or subtracted from this License except as described by the License Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin
itself. No other terms or conditions may be applied to any Open Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale,
Game Content distributed using this License. Patrick Lawinger, and Bill Webb; Based on original content from
TSR.
3.Offer and Acceptance: By Using the Open Game Content You The Quintessential Aristocrat copyright 2004, Mongoose Publishing Ltd.
indicate Your acceptance of the terms of this License. Author Martin R. Thomas
The Quintessential Barbarian ©2003, Mongoose Publishing Author Robert
4. Grant and Consideration: In consideration for agreeing to use this J. Schwalb
License, the Contributors grant You a perpetual, worldwide, The Quintessential Bard copyright 2003, Mongoose Publishing Ltd. Author
royalty-free, non-exclusive license with the exact terms of this Shannon Kalvar
License to Use, the Open Game Content. The Quintessential Dwarf copyright 2002, Mongoose Publishing; Author
Sam Witt
5.Representation of Authority to Contribute: If You are contributing The Quintessential Drow copyright 2003, Mongoose Publishing Ltd.
original material as Open Game Content, You represent that Your Author Sam Witt
Contributions are Your original creation and/or You have sufficient The Quintessential Halfling copyright 2003, Mongoose Publishing Ltd.
rights to grant the rights conveyed by this License. Author Gareth Hanrahan
The Quintessential Human copyright 2003, Mongoose Publishing Ltd.
6.Notice of License Copyright: You must update the COPYRIGHT Author Adrian Bott
NOTICE portion of this License to include the exact text of the The Quintessential Rogue Copyright 2002, Mongoose Publishing. Author
COPYRIGHT NOTICE of any Open Game Content You are copying, Mike Mearls
modifying or distributing, and You must add the title, the copyright Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas
date, and the copyright holder's name to the COPYRIGHT NOTICE of Games; Author Chris Aylott.
any original Open Game Content you Distribute. Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors
Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb.
7. Use of Product Identity: You agree not to Use any Product Identity, Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games;
including as an indication as to compatibility, except as expressly author Keith Baker.
licensed in another, independent Agreement with the owner of each The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011
element of that Product Identity. You agree not to indicate Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano,
compatibility or co-adaptability with any Trademark or Registered George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard,
Trademark in conjunction with a work containing Open Game John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R.
Content except as expressly licensed in another, independent Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.
Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content 101 New Skill Uses Copyright 2011 Steven D. Russell; Author Steven D.
does not constitute a challenge to the ownership of that Product Identity. Russell
The owner of any Product Identity used in Open Game Content shall retain
all rights, title and interest in and to that Product Identity.
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He awoke on a cold floor, the taste of cotton in the back of his mouth. His tongue felt heavy, thick; his arms refused to
push him up. He floundered for a few minutes there, trying to get his bearings, trying to gain stability, control. He took a
breath and was hit with something metallic mixed with the scent of sweat and fear. He opened his eyes, cautiously, and
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The room was small, bare concrete walls and hard stone floor. That was the first thing he saw; the second was the body.
It lay in the center of the room, face-down, sprawled, a crimson pool congealed around it. The man was dressed in
formal attire, though the clothes were shabby and worn. His hair was dark, mussed, matted with blood.
He pushed himself back, away from the corpse, and looked around the room wildly, alert for danger. That was when he
saw the others. Four of them, two men and two women, all around the room. Three were unconscious, prone, as he had
been, unceremoniously left on the floor to wake. The Fourth, one of the women, was huddled in the corner, her eyes
shut tight, rocking gently and muttering to herself.
Who were these people? Was one of them the killer? Were they all potential victims? What was this place, and why was
he here?
He searched his memory for the answers, but found nothing. Nothing at all. That struck him as slightly odd at first, but
the more he searched the more terrified he became. He did not even know his name. The more he searched, though, the
more he became aware that nothing was there. He could remember nothing of his life, nothing of the events that had led
him here.
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