| Skills II |
| DnD SRD (Index) :: BasicRules (Table Of Contents | List Of Tables) :: Skills II |
|
Type of Jump
|
Minimum
Distance
|
Additional Distance
|
Maximum
Distance
|
|
Running jump*
|
5 ft. | +1 ft./1 point above 10 | Height X 6
|
|
Standing jump
|
3 ft. | +1 ft./2 points above 10 | Height X 2
|
|
Running
|
2 ft. | +1 ft./4 points above 10 | Height X 1 1/2
|
|
high jump* Standing
|
2 ft. | +1 ft./8 points above 10 | Height
|
|
high jump Jump back
|
1 ft. | +1 ft./8 points above 10 | Height
|
| DC | Sound |
| 0 | People talking |
| 5 | A person in medium armor walking at a slow pace |
| (10 ft./round) trying not to make noise. | |
| 10 | An unarmored person walking at a slow pace |
| (15 ft./round) trying not to make any noise | |
| 15 | A 1st-level rogue using Move Silently within |
| 10 ft. of the listener | |
| 19 | A cat stalking |
| 30 | An owl gliding in for a kill |
| +1 | Per 10 ft. from the listener |
| +5 | Through a door |
| +15 | Through a stone wall |
| Lock | DC |
| Very simple lock | 20 |
| Average lock | 25 |
| Good lock | 30 |
| Amazing Lock | 40 |
| DC | Performance |
| 10 | Routine performance. Trying to earn money by playing in public is essentially begging. |
| The character earns 1d10 cp/day. | |
| 15 | Enjoyable performance. In a prosperous city, the character can earn 1d10 sp/day. |
| 20 | Great performance. In a prosperous city, the character can earn 3d10 sp/day. |
| With time, the character may be invited to join a professional troupe and may develop a regional reputation. | |
| 25 | Memorable performance. In a prosperous city, the character can earn 1d6 gp/day. |
| With time, the character may come to the attention of noble patrons and develop a national reputation. | |
| 30 | Extraordinary performance. In a prosperous city, the character can earn 3d6 gp/day. |
| With time, the character may draw attention from distant potential patrons or even from extraplanar beings. |
| DC | Task |
| 10 | Palm a coin-sized object, make a coin disappear |
| 20 | Lift a small object from a person |
| Riding Task | DC |
| Guide with knees | 5 |
| Stay in saddle | 5 |
| Fight with warhorse | 10 |
| Leap | 15 |
| Control Mount in Battle | 20 |
| Fast mount or dismount | 20* |
| Cover | 15 |
| Soft fall | 15 |
| Task | DC |
| Ransack a chest full of junk to find a certain item | 10 |
| Notice a typical secret door or a simple trap | 20 |
| Find a difficult nonmagical trap not of stone (rogue only)* | 21+ |
| Find a magic trap (rogue only)* | 25+ spell level used to create |
| Notice a well-hidden secret door | 30 |
| Sense Motive Task | DC |
| Hunch | 20 |
| Sense enchantment | 25 |
| Language | Alphabet |
| Abyssal | Infernal |
| Aquan | Elven |
| Auran | Draconic |
| Celestial | Celestial |
| Common | Common |
| Draconic | Draconic |
| Druidic | Druidic |
| Dwarven | Dwarven |
| Elven | Elven |
| Gnome | Dwarven |
| Goblin | Dwarven |
| Giant | Dwarven |
| Gnoll | Common |
| Halfling | Common |
| Ignan | Draconic |
| Infernal | Infernal |
| Orc | Dwarven |
| Sylvan | Elven |
| Terran | Dwarven |
| Undercommon | Elven |
|
DC
|
Task
|
|
13
|
When using read magic, identify a glyph of warding.
|
|
15 + spell level
|
Identify a spell being cast. (The character must see or hear the spell's verbal
or somatic components.) No retry.
|
|
15 + spell level
|
Learn a spell from a spellbook or scroll. (Wizard only.) No retry for that spell
until the character gain at least 1 rank in Spellcraft (even if the character
find another source to try to learn the spell from).
|
|
15 + spell level
|
Prepare a spell from a borrowed spellbook. (Wizard only.) One try per day.
|
|
15 + spell level
|
When casting detect magic, determine the school of magic involved in the aura
of a single item or creature the character can see. (If the aura is not a spell
effect, the DC is 15 + half caster level.)
|
|
19
|
When using read magic, identify a symbol.
|
|
20 + spell level
|
Identify a spell that's already in place and in effect. (the character must be able
to see or detect the effects of the spell.) No retry.
|
|
20 + spell level
|
Identify materials created or shaped by magic, such as noting that an iron wall
is the result of a wall of iron spell. No retry.
|
|
20 + spell level
|
Decipher a written spell (such as a scroll) without using read magic. One try per day.
|
|
20
|
Draw a diagram to augment casting dimensional anchor on a summoned creature. Takes 10
minutes. No retry. The DM makes this check.
|
|
30 or higher
|
Understand a strange or unique magical effect, such as the effects of a magic stream.
No retry.
|
| Condition | Penalty |
| Per 10 feet of distance | -1 |
| Spotter distracted | -5 |
| Water Conditions | DC |
| Calm water | 10 |
| Rough water | 15 |
| Stormy water | 20 |
| DC | Task |
| 15 | Treat a fall as if it were 10 feet shorter when determining damage. |
| 15 | Tumble up to 20 feet (as part of normal movement), suffering no attacks of opportunity while doing so. Failure means the character tumbles 20 feet but suffers attacks of opportunity normally. |
| 25 | Tumble up to 20 feet (as part of normal movement), suffering no attacks of opportunity while doing so and moving through areas occupied by enemies (over, under, or around them). Failure means the character tumbles 20 feet and can move through enemy-occupied areas but suffers attacks of opportunity normally. |
|
Use Magic Device Task
|
DC
|
|
Decipher a written spell
|
25 + Spell Level
|
|
Emulate spell ability
|
20
|
|
Emulate class feature
|
20
|
|
Emulate ability score
|
See Text
|
|
Emulate race
|
25
|
|
Emulate alignment
|
30
|
|
Activate blindly
|
25
|
| DC | Task |
| 10 | Tie a firm knot |
| 15 | Tie a special knot, such as one that slips, slides slowly, or loosens with a tug |
| 15 | Tie a rope around oneself one-handed |
| 15 | Splice two ropes together (takes 5 minutes) |
| DC | Task |
| 10 | Get along in the wild. Move up to one-half the character's overland speed while hunting and foraging (no food or water supplies needed). The character can provide food and water for one other person for every 2 points by which the character's check result exceeds 10. |
| 15 | Gain +2 on all Fortitude saves against severe weather while moving up to one-half the character's overland speed, or gain +4 if stationary. The character may grant the same bonus to one other character for every 1 point by which the check result exceeds 15. |
| 15 | Avoid getting lost or avoid natural hazards, such as quicksand. |
| DnD SRD (Index) :: BasicRules (Table Of Contents | List Of Tables) :: Skills II |
| © Dan Roozemond, June 2004 |