Skills I
Sections:
.Skill description format
.Alchemy (int; trained only)
.Animal empathy (cha; trained only; druid, ranger only)
.Appraise (int)
.Balance (dex; armor check penalty)
.Bluff (cha)
.Climb (str; armor check penalty)
.Concentration (con)
.Craft (int)
.Decipher script (int; trained only; bards & rogues only)
.Diplomacy (cha)
.Disable device (int; trained only)
.Disguise (cha)
.Escape artist (dex; armor check penalty)
.Forgery (int)
.Gather information (cha)
.Handle animal (cha; trained only)
.Heal (wis)
.Hide (dex; armor check penalty)
.Innuendo (wis; trained only)
.Intimidate (cha)
.Intuit direction (wis; trained only)
Tables:
.Alchemy DC
.Balance DCs
.Climb DCs
.Concentration DCs
.Craft DC
.Disable Device DC
.Disguise DC
.Disguise: Spot Bonus
.Escape Artist DC
.Forgery DC
.Handle Animal DC
.Heal DC
Skills I
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

This section describes each skill, including common uses and typical modifiers.

Skill description format

Skill Name ([KEY ABILITY]; TRAINED ONLY; ARMOR CHECK PENALTY; [CLASS NAME] ONLY)
The skill name line includes the following information:
Key Ability: The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language has "None" listed as its key ability because the use of this skill does not require a check.
Trained Only: If "Trained Only" is included in the skill name line, the character 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 Special section (see below).
Armor Check Penalty: Apply any armor check penalty to skill checks for this skill.
[Class Name] Only: The skill is exclusive to a certain class or classes. No character not of these classes can take the skill. If omitted, the skill is not exclusive.
The skill name line is followed by a general description of what using the skill represents. After the description are three other types of information:

Alchemy (int; trained only)

Check: The character can make alchemical items. Some items the character can make are found in the item descriptions. To determine how much time and material it takes to make an alchemical item, use the DCs listed below and the rules for making things found in the Craft skill description.
The DM may allow an alchemist to perform other tasks related to alchemy, such as identifying an unknown substance or a poison. Doing so takes 1 hour.
Alchemy DC
Task DC Notes
Identify substance 25 Costs 1 gp per attempt (or 20 gp to take 20)
Identify potion 25 Costs 1 gp per attempt (or 20 gp to take 20)
Make acid 15 See Craft skill
Identify poison 20
Make alchemist's fire, smokestick, or tindertwig 20 See Craft skill
Make antitoxin, sunrod, tanglefoot bag, or thunderstone 25 See Craft skill
Retry: Yes, but in the case of making items, each failure ruins the half the raw materials needed, and the character has to pay half the raw material cost again. For identifying substances or potions, each failure consumes the cost per attempt.
Special: The character must have alchemical equipment to make an item or identify it. For identifying items, the cost represents additional supplies the character must buy. Purchasing and maintaining an alchemist's lab grants a +2 circumstance bonus to Alchemy checks (from the favorable condition of having the perfect tools for the job) but does not affect the cost of any items made using the skill.

Animal empathy (cha; trained only; druid, ranger only)

Check: The character can improve the attitude of an animal with a successful check. To use the skill, the character and the animal must be able to study each other, noting each other's body language, vocalizations, and general demeanor. This means that the character must be within 30 feet under normal conditions.
Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
This skill works on animals. The character can use it with a -4 penalty on beasts and magical beasts.
Retry: As with attempts to influence people, retries on the same animal generally don't work (or don't work any better), whether the character has succeeded or not.

Appraise (int)

Check: The character can appraise common or well-known objects within 10% of their value (DC 12). Failure means the character estimates the value at 50% to 150% of actual value. The DM secretly rolls 2d6+3, multiplies by 10%, multiplies the actual value by that percentage, and tells the character that value for the item. (For a common or well-known item, the character's chance of estimating the value within 10% is fairly high even if the character fails the check-in such a case, the character made a lucky guess.)
Rare or exotic items require a successful check against DC 15, 20, or higher. If successful, the character estimates the value at 70% to 130% of its actual value. The DM secretly rolls 2d4+5, multiplies by 10%, multiplies the actual value by that percentage, and tells the character that value for the item. Failure means the character cannot estimate the item's value.
A magnifying glass gives a +2 circumstance bonus to Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant's scale gives a +2 circumstance bonus to Appraise checks involving any items that are valued by weight, including anything made of precious metals. These bonuses stack.
Appraising an item takes 1 minute.
Retry: Not on the same object, regardless of success.
Special: If the character is making the check untrained, for common items, failure means no estimate, and for rare items, success means an estimate of 50% to 150% (2d6+3 times 10%).

Balance (dex; armor check penalty)

Check: The character can walk on a precarious surface as a move-equivalent action. A successful check lets the character move at half the character's speed along the surface for 1 round. A failure means that the character can't move for 1 round. A failure by 5 or more means that the character falls.
The difficulty varies with the surface:
Balance DCs
Surface DC
7-12 inches wide 10
2-6 inches wide 15
Less than 2 inches wide 20
Uneven Floor 10
Surface Angled +5*
Surface Slippery +5*
*Cumulative; if both apply, use both.

Bluff (cha)

Climb (str; armor check penalty)

Check: With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds) one-half the character's speed as a miscellaneous full-round action. The character can move half that far, one-fourth of the character's speed, as a miscellaneous move-equivalent action. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper.
A failed Climb check means that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height the character has already attained.
A climber's kit gives a +2 circumstance bonus to Climb checks.
The DC of the check depends on the conditions of the climb.
Climb DCs
DC Example Wall or Surface
0 A slope too steep to walk up. 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. An unknotted rope.
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 Overhang or ceiling with handholds but no footholds.
- A perfectly smooth, flat, vertical surface cannot be climbed.
-10* Climbing a chimney (artificial or natural) or other location where one can brace against two opposite walls (reduces DC by 10).
-5* Climbing a corner where the character can brace against perpendicular walls (reduces DC by 5).
+5* Surface is slippery (increases DC by 5).
*These modifiers are cumulative; use any that apply.
Since the character can't move to avoid a blow while climbing, enemies can attack the character as if the character were stunned: An attacker gets a +2 bonus, and the character loses any Dexterity bonus to Armor Class.
The character cannot use a shield while climbing.
Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls from the character's current height and sustains the appropriate falling damage.

Concentration (con)

Check: The character can use this skill to maintain concentration in the face of other distractions.
The table below summarizes various types of distractions that cause the character to make a Concentration check while casting a spell. "Spell level" refers to the level of the spell the character is trying to cast.
Concentration DCs
DC Distraction
10 + damage dealt + spell level Injury or failed saving throw during the casting of a spell (for spells with a casting time of 1 full round or more) or injury by an attack of opportunity or readied attack made in response to the spell being cast (for spells with a casting time of 1 action).
10 + half of continuous damage + spell level Suffering automatic continuous damage
10 + damage dealt + spell level Damaged by spell.
Distracting spell's save DC + spell level Distracted by nondamaging spell. (If the spell allows no save, use the save DC it would have if it did allow a save.)
20 + spell level Grappling or pinned. (Can only cast spells without somatic components and whose material component is in hand.)
10 + spell level Vigorous motion (on a moving mount, bouncy wagon ride, small boat in rough water, belowdecks in a storm-tossed ship).
15 + spell level Violent motion (galloping horse, very rough wagon ride, small boat in rapids, on deck of storm-tossed ship).
20 + spell level Affected by earthquake spell.
5 + spell level Weather is a high wind carrying blinding rain or sleet.
10 + spell level Weather is wind-driven hail, dust, or debris.
Distracting spell's save DC + spell level Weather caused by spell, such as storm of vengeance (same as distracted by nondamaging spell).
15 + spell level Casting defensively (so as not to provoke attacks of opportunity).
15 Caster entangled.
Special: A character with the Combat Casting feat gets a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Retry: Yes, though a success doesn't cancel the effects of a previous failure.

Craft (int)

Craft is actually a number of separate skills. For instance, the character could have the skill Craft (trapmaking). The character's ranks in that skill don't affect any checks the character happens to make for pottery or leatherworking, for example. The character 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 it is not, it is a Profession.
Check: The character can practice a trade and make a decent living, earning about half the check result in gold pieces per week of dedicated work. The character knows how to use the tools of the 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.)
However, the basic function of the Craft skill is to allow the character to make an item of the appropriate type. The DC depends on the difficulty of the item created. The DC, the character's check results, and the price of the item determine how long it takes to make the item. The item's finished price also determines the cost of raw materials. (In the game world, it is the skill level required, the time required, and the raw materials required that determine an item's price. That's why the item's price and DC determine how long it takes to make the item and the cost of the raw materials.)
All crafts require artisan's tools to give the best chance of success; if improvised tools are used instead, the check is made with a -2 circumstance penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus.
To determine how much time and money it takes to make an item:
  1. Find the DC listed here or have the DM set one.
  2. Pay one-third the item's price in raw materials.
  3. Make a skill check representing one week's work.
If the check succeeds, multiply the check result by the DC. If the result times the DC equals the price of the item multiplied by 10, then the character has completed the item. (If the result times the DC equals double or triple the price of the item (multiplied by 10), then the character has completed the task in one-half or one-third the time, and so on.) If the result times the DC doesn't equal the price multiplied by 10, then it represents progress the character has made this week. Record the result and make a check for the next week. Each week the character makes more progress until the character's total reaches the price of the item multiplied by 10.
If the character fails the check, the character makes no progress this week. If the character fails by 5 or more, the character ruins half the raw materials and have to pay half the original raw material cost again.
Craft DC
Item Craft DC
Armor, shield Armorsmith 10 + AC bonus
Longbow, shortbow Bowmaking 12
Composite longbow, Composite shortbow Bowmaking 15
Mighty bow Bowmaking 15 +2/Str bonus
Crossbow Weaponsmith 15
Simple melee or thrown weapon Weaponsmith 12
Martial melee or thrown weapon Weaponsmith 15
Exotic melee or thrown weapon Weaponsmith 18
Very simple item Varies 5
Typical item Varies 10
High-quality item Varies 15
Complex or superior item Varies 20
In some cases, the "fabricate" spell can be used to achieve the results of a Craft check without the character's needing to make the check. However, the character must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.).
A Craft check related to woodworking in conjunction with the casting of the "ironwood" spell enables the character to make wooden items that have the strength of steel.
When casting the spell "minor creation", the character must succeed at an appropriate Craft check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts.
Retry: Yes, but each time the character misses by 5 or more, the character ruins half the raw materials and have to pay half the original raw material cost again.

Decipher script (int; trained only; bards & rogues only)

Diplomacy (cha)

If the character has 5 or more ranks in Bluff or Sense Motive, the character gets a +2 synergy bonus on Diplomacy checks. These bonuses stack.

Disable device (int; trained only)

The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). Attempting a Disable Device check without a set of thieves' tools carries a -2 circumstance penalty, even if a simple tool is employed. The use of masterwork thieves' tools enables the character to make the check with a +2 circumstance bonus.
Check: The DM makes the Disable Device check so that the character doesn't necessarily know whether the character has succeeded. The amount of time needed to make a check and the DC for the check depend on how tricky the device is. Disabling a simple device takes 1 round (and is at least a full-round action). Intricate or complex devices require 2d4 rounds. The character 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).
Disabling (or rigging or jamming) a fairly simple device has a DC of 10. More intricate and complex devices have a higher DC. The DM rolls the check. If the check succeeds, the character disables the device. If the check fails by up to 4, the character has failed but can try again. If the character fails by 5 or more, something goes wrong. If it's a trap, the character springs it. If it's some sort of sabotage, the character thinks the device is disabled, but it still works normally.
Disable Device DC
Device Time DC* 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
*If the character attempts to leave behind no trace of the tampering, add 5 to the DC.

Disguise (cha)

The effort requires at least a few props, some makeup, and 1d3 X 10 minutes of work. The use of a disguise kit provides a +2 circumstance bonus to a Disguise check. A disguise can include an apparent change of height or weight of no more than one-tenth the original.
The character can also impersonate people, either individuals or types, so that, for example, the character might, with little or no actual disguise, make the character seem like a traveler even if the character is a local.
Check: The character's Disguise check result determines how good the disguise is, and it is opposed by others' Spot check results. Make one Disguise check even if several people make Spot checks. The DM makes the character's Disguise check secretly so that the character is not sure how good it is.
If the character doesn't draw any attention to him or herself, however, others do not get to make Spot checks. If the character comes to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), the DM can assume that such observers are taking 10 on their Spot checks.
The effectiveness of the character's disguise depends in part on how much the character is attempting to change his or her appearance:
Disguise DC
Disguise Modifier
Minor details only +5
Disguised as different sex -2
Disguised as different race -2
Disguised as different age category -2*
Disguised as specific class -2
*Per step of difference between character's actual age category and disguised age category (young [younger than adulthood], adulthood, middle age, old, venerable).
If the character is impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks (and are automatically considered to be suspicious of the character, so opposed checks are always invoked).
Disguise: Spot Bonus
Familiarity Bonus
Recognizes on sight +4
Friends or associates +6
Close friends +8
Intimate +10
Usually, an individual makes a check for detection immediately upon meeting the character and each hour thereafter. If the character casually meet many different creatures, each for a short time, check once per day or hour, using an average Spot bonus for the group. For example, if a character is trying to pass for a merchant at a bazaar, the DM can make one Spot check per hour for the people she encounters using a +1 bonus on the check to represent the average of the crowd (most people with no Spot ranks and a few with good Spot skills).

Escape artist (dex; armor check penalty)

Check: Making a check to escape from being bound up by ropes, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping a net or entangle spell is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
Escape Artist DC
Restraint DC
Ropes Binder's Use Rope check at +10
Net 20
Manacles 30
Tight space 30
Masterwork manacles 35
Grappler Grappler's grapple check
Animate rope spell, command plants spell, control plants spell, or entangle spell 20
Snare spell 23

Forgery (int)

Check: Forgery requires writing materials appropriate to the document being forged, enough light to write by, wax for seals (if appropriate), and some time. Forging a very short and simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes per page. 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), the character needs only to have seen a similar document before and gains a +8 bonus on the roll. To forge a signature, an autograph of that person to copy is needed, and the character gains a +4 bonus on the roll. To forge a longer document written in the hand of some particular person, a large sample of that person's handwriting is needed.
The DM makes the check secretly so the character is not sure how good the forgery is. As with Disguise, the character doesn't need to make a check until someone examines the work. This Forgery check is opposed by the person who examines the document to check its authenticity. That person makes a Forgery check opposed to the forger's. The reader gains bonuses or penalties to his or her check as described in the table below.
Forgery DC
Condition Reader's 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
As with Bluff, 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).

Gather information (cha)

Handle animal (cha; trained only)

Check: The time required to get an effect and the DC depend on what the character is trying to do.
Handle Animal DC
Task Time DC
Handle a domestic animal Varies 10
"Push" a domestic animal Varies 15
Teach an animal tasks 2 months 15
Teach an animal unusual tasks 2 months 20
Rear a wild animal 1 year 15 + HD of animal
Rear a beast 1 year 20 + HD of beast
Train a wild animal 2 months 20 + HD of animal
Train a beast 2 months 25 + HD of beast

Heal (wis)

Check: The DC and effect depend on the task the character attempts.
Heal DC
Task DC
First aid 15
Long-term care 15
Treat caltrop wound 15
Treat poison PoisOn's DC
Treat disease Disease's DC

Hide (dex; armor check penalty)

Check: The character's Hide check is opposed by the Spot check of anyone who might see the character. The character can move up to one-half normal speed and hide at no penalty. At more than one-half and up to the full speed, the character suffers a -5 penalty. It's practically impossible (-20 penalty) to hide while running or charging.
Larger and smaller creatures get size bonuses and size penalties on Hide checks: Fine +16, Diminutive +12, Tiny +8, Small +4, Large -4, Huge -8, Gargantuan -12, Colossal -16.
If people are observing the character, even casually, the character can't hide. The character can run around a corner or something so that the character is out of sight and then hide, but the others then know at least where the character went. If the character's observers are momentarily distracted (as by a Bluff check; see below), though, the character can attempt to hide. While the others turn their attention from the character, the character can attempt a Hide check if the character can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot per rank the character has in Hide.) This check, however, is at -10 because the character has to move fast.
Creating a Diversion to Hide: The character can use Bluff to help the character hide. A successful Bluff check can give the character the momentary diversion the character needs to attempt a Hide check while people are aware of the character.

Innuendo (wis; trained only)

Intimidate (cha)

Intuit direction (wis; trained only)