Top Banner

of 24

101 New Skill Uses (PFRPG)

Jul 05, 2018

Download

Documents

Jesse Wallis
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
  • 8/16/2019 101 New Skill Uses (PFRPG)

    1/24

    Rite Publishing PresentsRite Publishing PresentsRite Publishing PresentsRite Publishing Presents

    111111111111000000000000111111111111 N  NN  N  N  NN  N  N  NN  N  eeeeeeeeeeee w ww w w ww w w ww w SSSSSSSSSSSSkkkkkkkkkkkkiiiiiiiiiiiil ll l l ll l l ll l l ll l l ll l l ll l  U UU U U UU U U UU U sssssssssssseeeeeeeeeeeessssssssssss

    ByByByBy Steven D. Russell Steven D. Russell Steven D. Russell Steven D. Russell  

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    2/24

     

    Rite Publishing Presents:

    101

     New Skill UsesThe Expert (Designer, Layout, Publisher): Steven D. RussellThe AdroitThe AdroitThe AdroitThe Adroit (Additional Design): Bill Collins (blather, determine aptitude)

    and Michael Welham ( jury-rig)The Adept (Editor): David “Dave” Paul

    The Whiz (Cover Artist): James “Devin Night” Hazelett

    The Crackerjacks (Artists): Bradley K. Mcdevitt, Claudio Pozas, James “Devin

    Night” Hazelett, Jeremy Mohler,

    Joe Calkins, Vesalius, and William Andrews Dedication: To Sylvia Russell  

    —You taught me so much, and I miss you dearly.

    Special Thanks to Michael Tumey and Will McCall for serving as sounding boards for the vast number of ideas this book required.

     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 notguarantee 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 usedunder the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more

    information on the compatibility license. 

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    3/24

    1

    101101101101 New Skill UsesNew Skill UsesNew Skill UsesNew Skill UsesAcrobaticsAcrobaticsAcrobaticsAcrobatics

     Free Running:  You move faster than normal, taking

    advantage of the environment, such as scurrying down aslope or making a short jump off a ledge, to increase thedistance you can move. Difficult terrain, such as heavyundergrowth, broken ground, or steep stairs, whichnormally hampers movement, does not hamper yourmovement if you make a successful Acrobatics Check(DC 25); failure results in you falling prone and ending your turn halfway through your move. A successful useof Free Running allows you to run or charge acrossdifficult terrain. GM’s can rule that it is impossible touse Free Running if there is no terrain feature for you totake advantage of (such as a flat open field of snow).

     Kip Up: You can get back to your feet faster than most. With a successful Acrobatics check (DC 25), you stand

    up from a prone position as a swift action. If you fail thecheck by 5 or more you suffer 1d6 points of nonlethaldamage and provoke an attack of opportunity.

     Le Parkour:  You move through your environment likean obstacle course: vaulting obstructions, leaping gaps,running up walls, throwing yourself hard at a wall thenspringing off quickly enough to go ever higher, andotherwise taking wild shortcuts. To use your skill in this way, you must first use a move action to move at leasthalf your speed. Then, as a standard action, you canmove past obstacles and up to 20 ft. of additionalmovement as long as there is an opening within at least15 ft. of you when you make the check. Doing thisrequires an Acrobatics check (DC 25). You can use the

    remainder of your movement (if any) to move as normal(across the ground, for instance). If your check fails youare stopped at the obstacle and fall prone suffering 1d6points of nonlethal damage. You cannot use Acrobatics to perform Le Parkour if yourspeed is reduced due to carrying a medium or heavyload. You do not provoke an attack of opportunity if your check exceeds your opponent’s Combat ManeuverDefense, and you can move through his space whileperforming Le Parkour if the check exceeds his CMD by5 or more.

     Leaping Charge:  As you rush at an opponent, youspring into the air, adding additional momentum to your attack at the cost of accuracy. When you charge an

    opponent, you can choose to attempt an Acrobaticscheck to gain additional momentum toward your foe. You lose the standard bonus on attacks after a charge, but you inflict extra damage. Make an Acrobatics check(DC equal to your opponent’s Combat ManeuverDefense) as part of your charge. If you succeed, youinflict +4 damage on your attack. If your check result is10 or higher than your opponent’s CMD, you gain a +8 bonus to damage. Multiply this damage on a successfulcritical hit. If you fail this check, you fall prone halfway

     Leaping Charge

    through the charge, automatically miss your attack, andend your turn. You suffer the standard –2 penalty to Armor Class for charging as normal and end yourmovement as normal for a charge.

     Perfect Balance: In return for increasing the AcrobaticsDC by 10, you can move with such grace and agility that you are no longer considered flat-footed and youmaintain your Dexterity bonus to AC while balancing ona narrow surface.

     Perilous Balance: If your GM judges it feasible, you canshake or disturb the object that you must balance upon.Increase the Acrobatics DC by 10; you and all othercreatures balancing on the object must make new

     Acrobatics check. For example, you could bounce andsway on a tightrope to knock others off of it.

     Pole Vault:  When carrying any long pole or staff, youcan use it to augment the height of a jump. Make arunning high jump as normal, but make a second Acrobatics check at DC 15 to add the length of the poleto the total distance you jump. You may jump above themaximum distance normally allowed by your heightafter applying this modifier. If you fail the Acrobaticscheck to use the pole, resolve your initial jump check, but halve the height it would normally allow you toclear.

     Precise Landing:  You try to land in a precise spot, such

    as on top of an opponent, upon a horse’s back, or in aspecific location (empty square), ready to fight. If you want to land in a specific location, the skill’s DCmodifier is +5. If you want to end your jump by landingon a target creature, the DC is the Acrobatics DC +5 or your target’s Combat Maneuver Defense +5, whicheveris higher. If you want to inflict damage or knock a foeprone with this skill use, you need to perform a combatmaneuver check against your opponent (which provokesan attack of opportunity). If you fail your Acrobaticscheck you land prone in random square adjacent to your

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    4/24

    2

     Determine Bribe

    target and if your target was a creature you provoke anattack of opportunity from that creature.

    Tumbling Strike:  You somersault and twist to avoid your opponent’s attacks and make a single, decisivestrike. Your maneuver catches your foe off guard,allowing you to strike her from an unexpected direction. As a full-round action, you may make a Tumble check with a DC equal to your opponent’s Combat ManeuverDefense. If your check succeeds, you may move up todouble your speed and make a single attack at your best

    attack bonus. Your opponent loses her Dexterity bonusto Armor Class against this attack. If your check fails, you fall prone halfway through your movement,automatically miss with your attack, and provoke anattack of opportunity from your opponent.

    AppraiseAppraiseAppraiseAppraise Determine Bribe: You may find it desirable or necessaryto use bribery to help ‘sweeten the deal’ when you needto get something done. A successful bribe can be used tocreate a +10 circumstance bonus on a Diplomacy check.The cost to bribe someone is normally based on thecharacter level of the NPC to be bribed and on theaverage wealth of a creature of that level (see the chart

     below, subject to GM adjudication). A secret check ismade by the GM with a DC equal to 10 + the target’s HitDice + the target’s Wisdom modifier. A success by 10 ormore results in you determining the minimum amountthe target would accept as a bribe 1d4 levels less thanthe creature’s actual character level. A failure by 5 ormore results in you incorrectly determining the amountto bribe by 1d2 levels less than the creature’s actualcharacter level and the recipient of that bribe will reactas if his alignment were Neutral Good. A failure by 10 ormore results in you incorrectly determining the amount

    to bribe by 1d4 levels less than creature’s actualcharacter level and the recipient reacting as if hisalignment were Lawful Good The alignment of theintended bribe recipient also affects the success of a bribe attempt. Attempting to bribe a Lawful creatureactually results in an -20 penalty to the briber’sDiplomacy roll, that creature becoming hostile, and may

    also result in the creature contacting the authorities;attempting to bribe a Neutral Good creature results in a–4 circumstance penalty to your Diplomacy roll. Otheralignments are not as offended by the thought of bribery, and generate no penalties.The bribe must actually be paid in order to gain the bonuses (the penalties are applied if you attempt to bribe them). The bribe may be paid in goods or servicesequivalent to the amount indicated on the bribe table, but actual coin is preferable.

    Table: Determine Bribe

    Bribe Recipient Level Cost to Bribe(GP)

    1st 52nd 45

    3rd 1354th 2705th 4506th 6507th 9508th 1,3509th 1,80010th 2,45011th 3,30012th 4,40013th 5,50014th 7,50015th 10,00016th 13,00017th 17,000

    18th 22,00019th 29,00020th 38,000

     Find Weak Point:  As a full-round action, make an Appraise check (DC 20) to pinpoint a weak spot in anobject or weapon. This object must be in yourthreatened area in order for you to examine an objectclosely enough. If you succeed, you gain a +2 insight bonus on a sunder attempt against a weapon or a +2insight bonus to damage against an object. You can also use Appraise against armor. As a full-roundaction, make an Appraise check (DC 25) against a foe who stands in your threatened area. If you succeed, yougain a +1 insight bonus on attack rolls against this foe

    for the rest of the encounter. For this check to beeffective, your target must have an armor or naturalarmor bonus to Armor Class from some type ofobservable physical armor. Your GM may judge thatcertain protective measures, such as bracers of armor,provide an armor bonus but are not subject to this use of Appraise. As a rule of thumb, this Appraise check worksonly against suits of armor and natural armor, not magicdevices that offer similar protection in a different form.

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    5/24

    3

    Bluff Bluff Bluff 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 blatherhappens after you have just failed a Diplomacy check. If you have failed that Diplomacy check by 5 or more, thecharacter’s attitude toward you is decreased by one step.Normally, you cannot use Diplomacy to influence agiven creature’s attitude more than once in a 24-hourperiod. If a request is refused, normally the result doesnot change with additional checks, although otherrequests might be made.However, if your Diplomacy check to influence an NPC’sattitude or a request failed, you can spend another full-round action talking to the NPC, and then use blather tomake a Bluff check with a +10 circumstance bonus tothe Diplomacy DC (or to your opponent’s originalopposed Diplomacy roll). A success on this Bluff checkresults in the NPC forgetting or ignoring your socialfailure or poor request, and then you are permitted totry again with your Diplomacy skill just as though therequired 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, youdeeply insult your target. If it was an attempt toinfluence a given creature’s attitude, you make thecharacter’s attitude worsen by yet another step (so, twosteps total since you failed by 5 or more on the initialDiplomacy check), and if it was a request, you cannotmake any other requests of the target for 24 hours. Once you attempt this skill use (successfully or not), youcannot use it against the same target again for 24 hours.

     Bury Enchantment:  You must have a number of ranksin Spellcraft equal to double the spell’s level +2 before you can attempt to bury enchantment. If you do, aperson using Sense Motive to sense enchantment mustsucceed at both the DC 25 (or DC 15) and the opposedroll of your Bluff check. You must perform this Bluffcheck at the time you cast the spell. This skill useincreases the time involved in casting: the casting of aswift action become a move action; a standard actionspell becomes a full-round action, and if it is already afull-round action or more, it adds 1 round to the castingtime.

     Feign Death: You ready an action to make a Bluff checkthe next time you take damage. Make a Bluff checkopposed by any interested observer’s Sense Motivecheck. As a rule of thumb, only opponents directlyengaged against you should make this check. Youautomatically fall prone and drop any items you hold. Your GM keeps the result of the Sense Motive checksecret, and you are considered flat-footed until your nextaction. You are not considered helpless, as you can try todefend yourself against a coup de grace or similar attackat the last moment.If you attack an opponent who thinks you are dead, sheis considered to be flat-footed against you until the endof your action. Once your action ends, your foesobviously know that you are alive.

     Impressive Distraction

     Hide Components:  When casting a spell, you canattempt to hide its somatic components and thus makeit harder for others to recognize that you are casting aspell. Make a Bluff check opposed by any observingcreature’s Perception check (spellcasters add their casterlevel to their check). Each observer who fails to beat your Bluff check fails to determine that you are casting aspell. If creatures can see the spell’s effect projectoutward from you, they know you cast a spell. You mustperform this Bluff check at the time you cast the spell.This skill use increases the time involved in casting: thecasting of a swift action become a move action; astandard action spell becomes a full-round action, and ifit is already a full-round action or more, it adds 1 roundto the casting time.

     Impressive Distraction:  With a successful Bluff check, you create a large obvious distraction that drawseveryone’s attention for 1 round. The DC of this check isequal to 10 + your opponent’s base attack bonus + youropponent’s Wisdom modifier. If your opponent istrained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. Alliesare able to use Stealth or to flee until they are out ofsight during this time. There may be opponents who were aware of you or your allies before you make thisattempt, if any of your allies attempt to attack thoseopponents during this round, that attempt negates the beneficial effect of this skill use.If you draw attention just to yourself, you can performthis action as a full-round action. If you take at least 1d3x 10 minutes to prepare a distraction, you can have itdraw your opponent’s attention elsewhere. Using magic

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    6/24

    4

    (such as a delayed blast    fireball   spell) reduces thisaction to the time required to cast the spell or trigger theeffect and with the GM’s permission may grant you (upto) a +10 competence bonus to the check.

    ClimbClimbClimbClimb Brachiation: The deep forests and jungles of the worldare choked with hanging vines and flexible branches.Some characters can use these objects as imprompturopes and swing lines, giving them the ability to move with incredible speed, far removed from the dangers ofthe forest floor.In order to use Climb in this manner, there must besufficient flexible branches and vines for you to graspand they must be long enough to allow you to swing between trees. For this reason, brachiation can only beused in forest, jungle and some swamp terrain(specifically, swampy forests). The DC of moving alongusing skill use is 20. Failure by 4 or less means you donot move but can try again (having missed your nexthand hold); Failure by 5 or more results in you falling. Ifthe GM rules that there are sufficient vines and flexible branches to use this skill, then you can use your ranks inthe Climb skill, rather than the Acrobatics skill, toperform a jump. When using branches or vines to jumpin this fashion, you are always considered to be makinga running jump.

     Fighting Climb: In return for increasing the Climb DC by 10, you can move with such speed and vigor that youare no longer considered flat-footed and you maintain your Dexterity bonus to AC while climbing.

     Rapid Ascent:  With the aid of the terrain or theenvironment, you make your way up a surface withincredible speed. You can move upward a distance infeet equal to your Climb check result, though you mustmove in increments of 5 feet, as normal (round down tothe nearest number divisible by 5 to determine how far you can move). Note that this skill use assumes you havesome method of aiding your ascent, such as handholdsor a rope. Otherwise, you probably need to use Acrobatics to move upward. If you fail your Climb check you fall from your starting position, land prone, andsuffer an additional 1d6 points of falling damage. If you were standing on the ground, you still fall prone andsuffer the additional 1d6 points of falling damage.

     Rapid Descent: Using a rope or handholds, youscramble down a surface. You can move downward adistance in feet equal to twice your Climb check result,though you must move in increments of 5 feet, asnormal (round down to the nearest number divisible by5 to determine how far you can move). Note that thisstunt assumes you have some method of aiding yourdescent, such as handholds or a rope. Otherwise, youprobably need to use Acrobatics to move downward (orfall). If you fail your Climb check you fall from yourstarting position, land prone, and suffer an additional1d6 points of falling damage.

     Scaling Attack:  Against a larger opponent, you grabhold of its belt, armor, scales,  horned plates, or otherfootholds to scramble up its body and attack.  Against acreature that is at least two size categories  larger than you are, you may make a Climb check as a standardaction  ( DC 10 + opponent’s BAB). If you succeed, youclimb  your opponent as per the Climb skill. You must

    use one hand to hold on as you take other actions, youcannot use a shield, and you lose your Dexterity bonusto Armor Class. The opponent you climbed loses hisDexterity bonus to Armor Class against your attacks. You occupy the same space as your foe. You provoke anattack of opportunity for entering a foe’s space. Inaddition, you suffer a –2 penalty to your Climb check if you have only one free hand. Your opponent can attempt to knock you off with eachattack action it possesses causing you to make anadditional Climb check (same DC). If he succeeds, youfall and take damage both as if he hit you with the attackand from falling, after landing you provoke an attack ofopportunity. You land prone in a randomly determined,unoccupied square adjacent to your foe. If all of the

    adjacent squares are filled, you land in the nearestempty square (determine randomly if necessary).

     Slide:  Some characters master the art of sliding downtree trunks, poles, columns, and other slopped surfaces by using only their feet and fingertips to maintain loosecontact with the surface. With a successful Climb check(DC for surface +5), you can slide along a downwardsloping surface at up to your run movement rate. Failure by 4 or less means you do not move but can try again(your grip being too tight); Failure by 5 or more resultsin you falling.

     Slow Descent: If you fall or are knocked from a structure you can, with a successful Climb check, grab hold of that

    structure (such as the branches of a tree) on your waydown, slowing your descent and reducing the damage you take. With a successful Climb check (DC 20), youreduce the damage you take from a fall by 10 feet. Afailed check results in you taking an additional 1d6points of damage from the fall (as you misjudge and hit what you were trying to grab.

    CraftCraftCraftCraft (alc(alc(alc(alchemy)hemy)hemy)hemy) Refining Substance:  Alchemists are prized in manycommunities for their ability to treat the substancesused in forging such as weapons, armor, and other tools.The smith’s skill is most important in crafting theseitems, of course, but a skilful alchemist can provide thecraftsmen with the finest raw materials from which tocreate their items.  In order to prepare substances forforging, the alchemist must have a furnace in which tomelt the metal or other substances and remove itsimpurities. Most smiths have no problem allowing analchemist to use their forge for this purpose, knowingthey will benefit from the improved quality of therefined substance.  It requires 8 hours to refine 50pounds of substance, plus an alchemy check (DC 25)and 1,500 gp for each weapon, armor, shield, tool, or

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    7/24

    5

    10x10 foot section. Refined substances may have anyone of the following properties:

    •  Increased Weapon Hardness:  Any weapon,metal shield, or medium (or heavier) armorfashioned from refined substances has ahardness 2 higher than normal. A longswordforged from this type of refined substances, for

    example, would have a hardness of 12 ratherthan 10.

    •  Inner Strength:  The hit points of a weapon,shield, or armor fashioned from the refinedmetal has 25% more hit points than normal. Alarge steel shield fashioned from this type ofrefined substance has 25 hit points rather than20.

    •  Easy to Work: The substance is so easy to work with that all Craft checks made when using itreceive a +1 circumstance bonus. Weapons andshields provide their normal protection but weigh 10% more than normal.

    •  Magically Treated : When an object isfashioned using this refined substance, the

    object’s Break DC is increased by +20 abovenormal, its hardness is increased 100% abovenormal and its hit points are increased 100%(or + 50 hp whichever is greater) abovenormal. A magically treated wall also gains asaving throw against spells that could affect it, with the save bonus equaling 2 + 1/2 yourranks in Craft (alchemy) + your Intelligencemodifier.

    If you fail your check you can try again but one quarterof the material used in the attempt is ruined byeach failed attempt, including the first.

    Craft (any)Craft (any)Craft (any)Craft (any)

     Fast Completion: By adding 10 to the DC of your Craftcheck, you reduce the time needed to complete thecrafting. If the check is successful, you reduce the timeneeded to complete the project (expressed in days or weeks) by 50 percent.

     Jury Rig: You can temporarily repair an object with the broken condition as a full-round action. The DC of thecheck is 20, which negates the broken condition for oneuse plus one use per 5 points over 20 (or for 10 minutes+ 10 minutes per 5 points over 20 if the item is usuallyinvolved in continuous use, such as a saddle or wagon).This skill can only be attempted once per objectregardless of success or failure. Failure by 5 or moreresults in the object suffering 5 points of additional

    damage (does not ignore hardness) plus 1 point for eachpoint beyond 5 by which it fails. This skill use has noeffect on ruined or destroyed objects and does not repairhit point damage.

    DiplomacyDiplomacyDiplomacyDiplomacyCall for Truce: Using your skills of persuasion, you callfor a temporary halt to the fighting. Your enemies mayhalt to listen, but they remain alert and ready for a trick. As a move action, you call for an end to the fighting and

    are considered flat-footed until the beginning of yournext turn. Make a Diplomacy check with a DC asindicated on the table below. If you succeed, youropponents ready actions to attack when you or yourallies attack or take a threatening action. You may thenparlay as normal with your foes. Your GM may consider your foes to remain active on their initiative counts.

    Combat does not end until both sides have steppeddown from their alert standing. The base DC of thecheck is based on the opponent with the highest CR; 15+ that opponent’s hit dice + his wisdom modifier + asituational modifier (see below). If the ChallengeRatings of all your opponents are equal use theopponent with the highest Wisdom score.

    Situation DC Your foes have the advantage +10The battle is even +0 Your opponents are losing -10

     Your GM may rule that certain foes are immune to thisskill use, such as fanatics who are inspired by religious

    or political fervor, raging barbarians, and other hatefulenemies. In addition, you must share a language with your opponents or otherwise have some means ofcommunicating with them.

    Calm Emotions: Use Diplomacy to talk your way out ofa potential fight. When dealing with an NPC who isready to make an attack, make a Diplomacy checkopposed by your opponent’s Sense Motive check (or 20+ your opponent’s Hit Dice + your opponent’s Wisdommodifier, whichever is higher), to bring him to hissenses. If you fail, the target may act as normal but youare considered flat-footed against his attacks until yournext turn. If you succeed, your opponent stops toconsider your words, though he remains hostile. Your

    GM has the final say in determining if your Diplomacyskill has any use in a situation—as a rule of thumb, thisskill works in any situation that arises in a neutral orsafe setting with a hostile NPC who otherwise has noparticular reason to seek your death. You cannot useDiplomacy against creatures that do not share alanguage with you or have a specific reason to attack(you attacking them or trespassing).

    Complicate: Sometimes you find it to your advantage todelay the resolution of a specific discussion for a while(or even indefinitely). Every time you attempt tocomplicate the situation in order to delay resolution youmake a single Diplomacy check. The other participantsin the discussion make opposed Sense Motive checks; if

     you succeed, then you can prevent any of thediscussion’s participants from coming to agreement fora single day, without seeming to be interfering. Eachparticipant that beats your Diplomacy check realizes what you are doing. The danger associated with thisactivity is directly related to the importance of thesituation. Complicating the negotiations between twocountries on the brink of war exposes you to a highdegree of risk. Similar actions taken to delay thediscussions of a sea captain and a merchant so that your

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    8/24

    6

    party can get onto a ship carry a fairly low degree ofdanger.

     Discreet Seeker:  While seeking out news andinformation, you keep a low profile. You focus onoverhearing conversations, drawing inferences frompeoples’ behavior, and spying on others. You increase

     your Diplomacy DC to gather information by +10, but you avoid leaving any clues about the information youseek. If you fail your Diplomacy check by 5 or more, youare automatically noticed as someone seekinginformation about the subject.

     Informant: You establish a working relationship with aperson or organization well-tuned to the gossip andinformation that spreads through the area. If you pay your informant 3d6 gp per week, you may make oneDiplomacy check to gather information the following week without spending an evening socializing andcombing for gossip. Your informant makes regularreports to you about any specific topic you designate. You may have more than one active informant, so long

    as you pay the required costs each week. Establishing anactive informant requires on night of socialization and asuccessful Diplomacy check DC 20. The check is made insecret by the GM, failure by 4 or less results in the lossof the gold but you can try again; Failure by 5 or moreresults in a false informant (this informant works as anormal informant except he selling you badinformation).

     Negotiations:  When bargaining with others, yourDiplomacy skill allows you to negotiate a better deal or bargain. Make a Diplomacy check opposed by themerchant or negotiator’s own Diplomacy check. If yousucceed, you earn a 10% discount on the price of an item+1% for every 2 ranks you have in Diplomacy. You may

    attempt to use Diplomacy in this manner just once forevery item you wish to buy. When using this skill tohammer out a treaty, each success allows you to force your opponent to concede a point to you. However, yourGM has veto power over any points he deems tooextreme. For example, you could not negotiate asurrender that allows you to keep all your items, goldand magic and walk away unharmed. Failure by 4 ormore results in no movement on the price or the treatyand you cannot try again. Failure by 5 or more on a pricepoint results in you agreeing to pay +10% on the price ofan item +1% for every 2 ranks your opponent has inDiplomacy (as he has convinced you, you must have it).

     Seduction: Some enjoy sensual pleasures for the acts in

    and of themselves, while some use them as a means to agreater end. You suffer a -20 circumstance penalty whenattempting to seduce a creature that is not attracted to your race, culture, gender, or proclivities (such as afaithful spouse, one who only likes blonde-haired women, or someone who has taken a vow of celibacy).Before you can get to the point where a sated partnercan be used for gather information, or if you are justseeking sensual pleasures, you must first get through thetarget’s defenses and lure him or her into your bed. Youmust succeed at a Diplomacy check with a DC equal to

     Seduction10 + the target’s Hit Dice + the target’s Wisdommodifier. This skill use requires an evening of socializingand usually somewhere private to retire to. If yousuccessfully seduce a target, further attempts to seducethat person into your bed gain a +5 circumstance bonusand only require a full-round action. If you fail thecheck, however, you are rebuffed and may not makeanother seduction attempt against the same target for atleast 1 week or you may succeed and end up with a falseinformant for gather information checks (this informant works as a normal seduction except he is providing you bad information). After you have successfully seduced a target you may

    make one gather information check the following week without spending an evening socializing and combingfor gossip. Your seduced target makes regular reports to you, in attempts to regain your favor, about any specifictopic you designate. You may have more than one activeseduced partner (1+ a number equal to your ranks inDiplomacy, divided by 5).

     Spread Rumors: Rather than seek out information, youcan spread rumors of your own invention across town.Make a Diplomacy check as if you were gathering

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    9/24

    7

    Copy Key

    information. For 1d3 weeks after this check, anyonelooking for information regarding the topic of yourrumor might uncover your falsehoods in place of usefulinformation. If Diplomacy checks made by others areless than your own, they uncover your rumor instead of

    the information they want. If they exceed you check by10 or more they recognize your rumors as false.

    Disable DeviceDisable DeviceDisable DeviceDisable DeviceCopy Key: Anyone can pick a lock, but this requires timeand only works once. Having a key is much faster andallows other people to open the lock, but to do this; youneed the key or a copy of the key. Normally this requiresaccess to the original key; however, some truly skilledindividuals can map the internal dimensions of a lockand precisely specify the design to a locksmith. Aduplicate key can then be made without ever seeing theoriginal key. If you succeed at the Disable Device check

    (open locks DC of the lock +10), you can have alocksmith make a Craft (locksmith) check at (DC 15) tocreate a duplicate key.

     Enable Device: If a trap has been disarmed or an objectsabotaged but not broken or ruined you may be able toget it working again. When enabling a disarmed trap orother device, the Disable Device check is made secretly,so that you do not necessarily know whether you havesucceeded. Your roll is opposed by the original DisableDevice check that disarmed or sabotaged the object, if

    this is not known it is the standard Disable Device checkfor the object. Use of this skill takes twice as long as itnormally would to disarm the trap or sabotage thedevice. If the check succeeds, you enable the device. If itfails by 4 or less, you have failed but can try again. If youfail by 5 or more, something goes wrong. If the device isa trap, you trigger it. If you are attempting some short of

    sabotage, you think the device is enabled, but it will failto work and you cannot try again.

     Fast Disable: By increasing the DC by 10, the amount oftime needed to make a Disable Device check isdecreased as per the chart below. Disabling a simpledevice takes 1 move action. A tricky or difficult devicerequires 1d2 or 1d4 rounds. Attempting to open a lock ismove action. If the check succeeds, you disable thedevice. If it fails by 4 or less, you have failed but can tryagain. If you fail by 5 or more, something goes wrong. Ifthe device is a trap, you trigger it. If you are attemptingsome sort of sabotage, you think the device is disabled, but it still works normally.

    Table: Fast DisableDevice Time FastDisableDC*

    Example

    Simple 1 moveaction

    20 Jam a lock

    Tricky 1d2rounds

    25 Sabotage a wagon wheel

    Difficult 1d4rounds

    30 Disarm a trap,reset a trap

    Extreme 1d4rounds

    35 Disarm a complextrap, cleverlysabotage aclockwork device

    * If you attempt to leave behind no trace of

     your tampering, add 5 to the DC.

    Lock Quality Fast Disable DC

    Simple 30 Average 35Good 40Superior 50

     Manual Reset : You can reset a trap that has a manualreset with a successful Disable Device check equal to thenormal disarm DC; this takes the same amount of timethat would be required to disarm the trap. If the checksucceeds, you enable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 ormore, something goes wrong and just as you believe youhave reset it, you trigger it instead; you cannot try againas the trap must now be repaired. If you built the trap or witnessed the trap go off you gain a +10 insight bonus tothe check.

     Modify Device: With a few carefully considered changesto a mechanism’s internal workings, you cause it to behave or operate differently. The DC of this attemptequals the DC necessary to disable the device +10. Onsuccess, you may change one aspect of the item’s

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    10/24

    8

    operation. For example, a trap set to activate when achest opens may now spring into action when the chestcloses. If it fails by 4 or less, you have failed but can tryagain. If you fail by 5 or more, something goes wrong, ifit is a trap you trigger it instead and you cannot tryagain; Your GM has the final say on whether a proposedmodification is feasible.

     Sabotage Magic Item:  If you have the trapfindingability, you can disarm magic traps. In much the same way, you can use this ability to curse a magic item orrender it nonfunctional for 1 day (this curse can benegated by remove curse). The DC for this check is equalto 15 + the caster level of the magic item, with aminimum DC of 25. Failure by 5 or more results in abestow curse spell being inflicted upon you (no save, nospell resistance; details determined by the GM, oftenrelated, in an ironic way, to the item or some feature ofthe plan for sabotage).

     Sapper: When attempting to smash down a door, gate,or other man-made fortification, make a Disable Device

    check and divide the result in half, in place of making aStrength check. You must have a sledgehammer, axe,portable battering ram or other large, destructiveinstrument to take full advantage of this skill use.Otherwise, you may only make a standard Strengthcheck. You may only make use of sapper against objectsthat allow a Strength check to break them. If it fails by 4or less, you have failed but can try again. If you fail by 5or more you cannot try again as you cannot figure it out,and the tool suffers an amount of damage equal to theamount you missed the DC by (does not ignorehardness.

     Suppress Cursed Item:  If you have the trapfindingability, you can disarm magic traps. In much the same

     way, you can use this ability to suppress the penaltiesand drawbacks of a cursed magic item withoutsuppressing its benefits (as if the item were in anantimagic field ), for 1 day, but only if the curse could benegated by remove curse. The DC for this check is equalto 15 + the caster level of the magic item, with aminimum DC of 25. Failure by 5 or more results in abestow curse spell being inflicted upon you (no save, nospell resistance; details determined by the GM, oftenrelated in some way to the curse already present in theitem).

    Trap-Springing:   Sometimes you may want to set off atrap that you have detected or have bypassed, such as when there is an enemy in the room. Trap-springing is

    like poking at a trap with a stick while ready to jump back when the trap triggers. It is much easier thancarefully disarming the trap, but riskier. The charactermakes a Disable Device check against a trap he hasdetected or has bypassed at a DC that is 5 less than theDC needed to disarm the trap. If the check succeeds, thetrap is triggered, but the character and his allies who areaware of the trap gain a +5 insight bonus to any checksor saves needed to avoid or reduce the effects of the trap.If the check fails, the trap is triggered and you

     Blend In

    automatically fail any checks or saves needed to avoidthe trap.

    DisguiseDisguiseDisguiseDisguise Blend In: You can move into a large crowd of people andslightly change your appearance to resemble those

    around you. This allows you to make a check at a -5circumstance penalty without spending 1d3 x 10minutes creating a disguise. However, you may only useDisguise in this manner if there is a group of peoplenearby into which you can escape. For example, youcould blend into a small group of beggars by grabbing anearby filthy, soiled cloak, draping it over yourshoulders, and sitting down amongst them. Obviously,this skill does not prevent anyone who witnessed yourattempt from pointing you out to any pursuers orenemies.

     Disguise Weapon: You hide a weapon on your person,making it appear as some ornament or other harmlesskeepsake. When you strike with it, you may surprise

     your enemy and leave her vulnerable to your attack. Youmay spend 10 minutes hiding a light, one-handed weapon on your body. You may hide only one weapon ata time in this manner. Later, you could use your QuickDraw feat or ready an action to attack. When you do so,make a Disguise check opposed by your foe’s Perceptioncheck. Your opponent also gains her base attack bonusas an insight bonus on this check. If your checksucceeds, your opponent is considered flat-footed inregards to your next attack. Failure results in youprovoking an attack of opportunity from your opponent.

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    11/24

    9

     Manipulate Beast

     Anyone who searches you must make a Perception checkopposed by your Disguise check to find the weapon.They gain no special bonus on this check—unlike with weapons hidden using the Sleight of Hand skill (see below)—because you have physically modified the weapon in order to disguise it.

    Escape ArtistEscape ArtistEscape ArtistEscape ArtistCrafty Escape Artist: In exchange for increasing thecheck DC by 10, you can hide your efforts at escaping.

     Anyone who inspects your bindings must attempt aPerception check with a +10 circumstance bonus (DCequal to the result of your last Escape Artist check). Ifthis Perception check fails, they do not notice the work you have done to escape. For example, you could untiethe rope that binds you but leave it in place so a villaindoes not realize that you are free. Obviously if you free yourself and escape, the villain notices you are gone.

    Quick Escape:  By increasing the DC of your Escape Artist attempt by 10 you can shrug off your bonds withgreater alacrity. You can escape from rope bindings,manacles, or other restraints (except a grappler) as afull-round action; escape from a net or an animate rope,command plants, control plants, or entangle spell as a

    standard action; escape from a grapple or pin as a moveaction; or squeeze through tight space as a full-roundaction for each 5 ft. of space through which you mustsqueeze.

    FlyFlyFlyFly Speed Flight: If you are flying using wings rather thanmagical flight, you can,  by taking advantage of winddirection, updrafts, and diving, increase your fly speed by one-quarter of your base speed. This use of Fly

    requires a successful Fly check DC 25. If you fail the Flycheck by 5 or more, you plummet to the ground, takingthe appropriate falling damage. You cannot make use ofspeed flight if you already gain the benefits of a magicalenhancement to your flying speed. If you attempt to dothis in a wind condition that would cause you to make aFly check you must add 15 to the DC of that check to

    perform this skill use.

    Handle Animal Handle Animal Handle Animal Handle Animal Handle Vermin: Some races train and use vermin formany of the tasks for which others use animals; thus,they have devised ways to train and handle vermin.Nevertheless, these creatures are nearly mindless andare thus more difficult to control than are animals or beasts. The check DCs and time required for allassociated Handle Animal checks are listed in thefollowing table.

    Table: Handle Vermin

    Task Time DC

    Handle a vermin Varies 20“Push” a vermin Varies 30Teach a vermin atrick

    4 months 25

    Teach a verminfor a generalpurpose

    6 months 30

    Rear a wild vermin

    1 year 25 + HD of vermin

     Manipulate Beast: Your knowledge of animals, vermin,and magical beasts allows you to alter their emotions incombat. For example, you might bat at a wolf’s head toget its attention and compel it to attack you instead ofanother target, or you could so enrage a basilisk that its

    attacks become frenzied and clumsy. Only magical beasts with an Intelligence of 7 or less are affected bythis skill use. You may make a Handle Animal checkagainst an animal or vermin as a move action. The DC ofthis check is 10+ the creature’s Hit Dice + its Wisdommodifier. If your check succeeds, you may cause one ofthe following behaviors:•  Anger: The target creature focuses all its attacks on

     you. It moves toward you if possible, but it does notprovoke attacks of opportunity to reach you. If itcannot reach you, it fights as normal. This effectlasts 1d6 rounds.

    • Calm: If the creature was not trained to fight, notset to guard an area, or not otherwise taught by amaster, you can attempt to calm it. If the creature

    and other members of its pack or other allies arenot subjected to an attack, spell, or other hostile actfor 1 full round, it stops fighting. It resumeshostilities if anyone makes an aggressive movetoward it.

    •  Rage: The creature thrashes in rage, biting andsnapping at its enemies. It suffers a –2 moralepenalty on its next attack roll.

    Failure results in you provoking an attack ofopportunity from the creature and you cannot try againagainst the same target for 24 hours.

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    12/24

    10

     Placate Beast: If you have a tasty morsel or other treat, you can silence an angry beast or convince it to leave youalone. Give the target a day’s worth of palatable foodappropriate to its diet and make a Handle Animal check(DC 15 + its Hit Dice + its Wisdom modifier) as a moveaction. If the check succeeds, the beast ignores you todevour the food. If you exceed the DC by 10, the target

     will regard you as friendly the next time it encounters you. Failure results in you provoking an attack ofopportunity from the creature and you cannot try againagainst the same target for 24 hours. This skill worksonly against creatures of the animal and vermin creaturetypes, plus magical beasts with an Intelligence of 3 orless.

     Study Beast:  Animals, vermin and some magical beastsrely on relatively simple tactics and maneuvers incombat, allowing you to get a handle on their plans witha close study of their actions and bearing. You make aHandle Animal check against an animal, vermin, ormagical beast (with an Intelligence score of 7 or less) asa move action. The DC of this check equals its Combat

    Maneuver Defense. If the check succeeds, you gain a +1insight bonus on attack rolls, combat maneuvers, and Armor Class against the creature as you learn toanticipate its actions in combat. Failure results in youprovoking an attack of opportunity from the creatureand you cannot try again against the same target for 24hours.

    Throw Rider:  You gain a hold on another’s mount, whether by spooking the beast, grabbing the reins, or bytwining your fists in its fur or mane, you can attempt toforce it to throw its rider. In order to do this, you must,as a move action, succeed with Handle Animal checkopposed by the rider’s Ride check, the mount’s CombatManeuver Defense, or the rider’s Combat Maneuver

    Defense, whichever is highest. If your check succeeds,the rider is thrown from his mount; a Ride check to stayin the saddle is not allowed, since the initial opposedRide check was made to avoid falling. Failure results in you provoking an attack of opportunity from both themount and the rider.

    Heal Heal Heal Heal Autopsy:  By combining medical knowledge withalchemical techniques, it is possible to gain a significantamount of information from a corpse without the use ofmagic. Heal forms the basis of forensic pathology, butCraft (alchemy) allows you to test the characteristics of blood and is required for certain advanced actions. Thetable below indicates the type of information that can begained with a Heal check (the check is made in secret bythe GM, see retry), along with the DC of the check andthe ranks in Craft (alchemy) that you must possess (ifany). If you possess the alchemy class ability you areassumed to automatically to possess the required ranks. An alchemist and a healer can team up in order toperform a task.

     Autopsy

    Table: AutopsyNature of Information DC Ranks

    Cause of Death 10 NoneExamine Injury 10 NonePresence of ForeignSubstances

    15 1 rank

    Nature of ForeignSubstances

    25 5 ranks

    Time of Death 20 0 or 5 ranks

    Performing an autopsy requires approximately threehours. At the end of this time, you can make two checks(typically cause of death and examining the injury thatcaused death). Each additional check takes an additionalthirty minutes to perform.• Cause of Death  can be useful when you want to

    know if the crushing damage came after the victim was poisoned. This only provides generalinformation: “She died as a result of decapitation”or “She appears to have died of natural causes.” Toobtain more specific details, you must make anadditional check to examine the injury or determinethe nature of foreign substances.

    •  Examine Injury  allows you to obtain informationabout a specific wound. If you make the check, youdetermine the basic cause of the injury (a narrow blade, a small blunt object, teeth). If your check beats the DC by 5 or more, you gain specific detailsabout the weapon that caused the injury (a double-edged dagger with a six-inch blade). If your check beats the DC by 10 or more, you gain informationabout the manner in which the wound was inflicted(the attacker was left-handed, about six feet tall,and probably grabbed her from behind).

    •  Presence of Foreign Substances reveals whether the victim had drugs, poison, or high levels of alcohol inhis system when he died. As with a cause of deathcheck, this information is not specific; it simply

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    13/24

    11

    determines that something unnatural was presentat the time of death.

    •  Nature of Foreign Substances  allows you todetermine the specific nature of any substance youhave identified. You must discover the presence offoreign substances before you can attempt todetermine their nature.

    Time of Death  reveals when the victim was killed.This is an imprecise science at best. If the user doesnot possess the prerequisite levels of Craft(alchemy), time of death can only be determined to within 4d6 hours. With access to alchemy, the timecan be pinpointed to within 1d6 hours.

     You cannot try again after a failed roll. If you miss thecheck by 10 or more points you may come to a falseconclusion, otherwise you will just be unable to obtainany useful information.Special:  Time is the enemy of the pathologist. Everytwelve hours that passes from the point of death adds 2to the DC of any autopsy check. In a swampy or tropicalenvironment, this penalty is doubled; in an especiallydry environment it is halved. The spell gentle repose will

    preserve a body in its current condition for the durationof the spell.Certain poisons and drugs may be harder to detect thanothers. The GM should consider the poisons that exist within the game world; those that are difficult to tracecould increase the DC of checks made to determinecause of death, presence of foreign substances, andnature of foreign substances by up to 5 points.During the course of an autopsy, you may also make aPerception check to notice any unusual details about thecorpse. There may not be any; but perhaps you willnotice a few threads of cloth caught under the victim’sfingernails, or a small tattoo that will prove to berelevant later. It is up to the GM to determine whetherthere are any facts to be discovered, and if so, what the

    DC of the check should be.

     Diagnose:  When preparing to treat someone, you canexamine her wounds or condition and determine severalfacts about the poison, disease, or condition affectingher. If a detrimental condition or effect had a savingthrow you may attempt to diagnose it as a full-roundaction. At the start of your next turn the GM makes asecret Heal check for you with a DC equal to orexceeding the DC of the spell or effect that caused thedetrimental condition. On a successful check, youdetermine the nature of the problem, the future effects,the amount of potential harm or hindrance it will cause(for example how much ability damage it will do), andits potential duration. Note that rare or exotic conditions

    or effects may  have a higher DC, at the GM’s discretion.If your skill check is 10 or higher than the DC, the GM will suggest a potential cure for the condition. If yourskill check is 10 or lower than the DC, you misdiagnosethe patient’s problems. The GM provides you withincorrect information regarding the nature of theproblem, the amount of potential harm/hindrancecaused by the effect, and its potential duration. Asuccessful diagnosis grants you a +2 competence bonusto subsequent attempts to aid the victim. A misdiagnosiscauses a –10 competence penalty to such skill checks.

     Blood-Kissed Threat

     Malpractice: You must have at least 2 ranks in Bluff touse Heal in this fashion. Rather than making a Healcheck to perform first aid or some other form oftreatment on a helpless or willing creature youintentionally bungle the job in order to ensure that thecreature perishes or is severely injured. You make thecheck as a standard action and deal hit point damage tothe creature at the beginning of your next turn equal to your Heal check, if the creature is helpless this isconsidered a coup-de-grace attack. If under the watchfuleye of others (including your patient), your Heal check isopposed by another’s Sense Motive or Heal, a failure on your part results in them detecting your malpractice andthey may attempt to intervene. If someone successfullyperforms a first aid check before the beginning of yournext turn, the damage is negated.

    IntimidateIntimidateIntimidateIntimidate Blood-Kissed Threat: As you hew through your enemies,

     you use threats, taunts, and a bloody display of yourmartial prowess to strike terror into your remainingopponents. If you kill an opponent outright by droppingher from positive hit points to death, you may make anIntimidate check against another foe as a free action.The slain foe must have been able to fight when you cuther down. A paralyzed or otherwise helpless opponentdoes not qualify for this use of the Intimidate skill. TheDC of this check is 10 + the second foe’s Hit Dice + thesecond foe’s Wisdom modifier. If your check succeeds,

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    14/24

    12

    the foe becomes shaken. Failure results in youprovoking an attack of opportunity from your opponentand you cannot try again against the same target for 24hours. This is a mind-affecting effect.

     Forced Discount:  With a successful Intimidate check(DC 10 + the target’s HD + the target’s Wisdom

    modifier), you can force a merchant to ‘offer’ a 10%discount on all purchases (requires 1 minute ofconversation). The consequences for doing this are moresevere than for a normal use of Intimidate, as merchantsdo not look kindly on coercion, unless they are the onesdoing it. After the effects of the intimidation wear off,the merchant is automatically considered hostile to you. A failure results in the merchant automatically becoming hostile as well.

    Torture: Torture is a finely honed skill in somecreatures’ repertoires, whether used to elicit informationor simply for pleasure. However, torture is an unreliablemeans of gaining accurate information: The victim willsay anything to end the pain or frustrate his captors. You

    can use Intimidate (torture) to force an opponent to acthelpfully toward you with a successful check. The GMmakes a secret skill check against a DC 20 + the target'sHD + the target's Wisdom modifier. The NPC thenprovides Information based on your success or failure. Afailure by 5 or more results in the target providing falseinformation. You can make this check only once per dayagainst a particular target, and its effects last until thenext day. You cannot take 20 on this check. Creaturesimmune to critical hits, pain, or fear effects cannot beintimidated in this way.

    Knowledge (any)Knowledge (any)Knowledge (any)Knowledge (any) Research Assist: If you aid another with a Knowledgecheck, you can attempt to provide a greater than normal bonus to the other character’s total skill check. Thischallenge reflects the fact that a highly trained personcan render better help than an untrained or fumblingassistant. In return for increasing the aid another skillcheck Difficulty Class by 5 (to DC 15), you boost the bonus you provide the other character by +1 (for a totalof +3). There is no limit to how high you can push theDifficulty Class and the bonus, but remember that aKnowledge check does not allow you to try again, if yourcheck to aid another fails, you provide no bonus.

     Research Subject:  Normally you cannot try again on aKnowledge check as it represents what you know, andthinking about a topic a second time does not let youknow something that you never learned in the firstplace. You can, however, research the subject and gainone retry. You must have access to an extensive librarythat covers a specific kind of knowledge about which youhave ranks in Knowledge in that particular field ofstudy. The time to make a Knowledge check using alibrary, however, increases to 1d4 hours; if you wish totake 20, the amount of time required to make the checkincreases to 20 to 60 hours of research (determined bythe GM). Particularly complete libraries might even

     Research Subject

    grant a bonus on Knowledge checks in the fields thatthey cover. If you fail this check, you cannot make

    another attempt until you gain a level.

    Knowledge (Knowledge (Knowledge (Knowledge (aaaarchitecture rchitecture rchitecture rchitecture or engineeringor engineeringor engineeringor engineering)))) Assess Damage:  You can look over an item as a full-round action and accurately measure how much damagethe object has taken and how much more punishment itcan take. With a successful check (DC 15 + the object’shardness), the GM tells you the object’s hardness, howmany hit points of damage it has taken, and how manymore it can withstand before being ruined. This skilldoes not work on constructs or undead.

     Structural Weakness: If you study an unattended object

    for at least 3 rounds, you can attempt to discern its weakpoint to your attacks. With a successful Knowledge(architecture or engineering check) check (DC 15 + theunattended object’s hardness), weapons you wield dealthe maximum amount of dice damage possible againstthat object. This skill does not work on constructs orundead.

    LinguisticsLinguisticsLinguisticsLinguistics Forge Coins:  You can make fake coins using a smallamount of valuable metal and a lot of lead. Making coinsrequires the use of the Craft (metalworking) skill.Determine how many coins you wish to make and, before you create them, determine the total value ingold, silver, copper or platinum (as appropriate) you useto produce them. The proportion of these materials inrelation to the total value of the coins determines amodifier for your Linguistics check, as listed in the table below. You must use valuable materials worth at least10% of the coins’ value or the forgery is automaticallydetected. Make Craft checks as normal to determine your progress. Anyone inspecting the coins makes an Appraise check with a DC equal to the result of yourForgery roll made at the time of the coins’ creation.

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    15/24

    13

    Table: Forge Coins

     Valuable Materials as a Percentageof Coins’ Total Value Modifier

    ForgeryCheck

    10%– 30% 031% - 50% +251% - 75% +476%+ +8

     Intuit Language:  When trying to communicate withsomeone with whom you do not share a commonlanguage, you can watch his body language, listen forchanges in his tone of voice, and use other subtle cluesto determine the gist of what he is trying to say. Asuccessful Linguistics check allows you to pick up thegist of a conversation carried on in a foreign language. You must be able to see and hear the creature you wishto use this skill on. The level of comprehension isdetermined by the result of the skill check:

    Table: Intuit Language

    DC Level of Comprehension

    15 You can sense the general emotional tone of

    the creature. Example: This goblin is nervousabout something. 

    20 You have a general sense of what the creatureis talking about.  Example: This  goblin isnervous about the well water. 

    25 You pick up half the specific details about what a creature wants. Example: This goblinthinks the well water is poisoned. 

    30 You fully comprehend what a creature istrying to communicate. Example: This goblinis trying to tell us that the orcs poisoned thewell.

     You may only use Intuit Language once per day perlanguage.

    PercepPercepPercepPerception tion tion tion Ear for Detail: Not only can you detect noise, but youare also an expert at identifying its source. You hear notonly the scrape of a boot against stony floor, but alsorecognize the pace of the footsteps and the distinctivesound of the footwear (or lack thereof), allowing you toidentify someone, or know you have never met them, before they come into sight. If you have met before, yourecognize a creature’s stride and know exactly whoapproaches. If you have never met the creature before, you know you have not met it but you do know why typeof creature it is and what type of footwear, if any, it is

    using (or if it is using some other form of movement). Inorder to do this you must actively attempt this as a moveaction and beat the DC of the Perception check by 20 ormore (you attain an extraordinary success). Failure to beat the DC of the Perception check by 10 or moremeans misidentifying the source of the sounds.

     Read Lips: To understand what someone is saying byreading lips, you must be within 30 feet of the speaker, be able to see him speak, and understand the speaker’slanguage. (This use of the skill is language-dependent.)

     When you make the attempt, the GM makes the roll insecret (DC 25, but it increases for complex speech or aninarticulate speaker). You must maintain a line of sightto the lips being read. If your Perception check succeeds, you can understand the general content of a minute’s worth of speech, but you usually still miss certaindetails. If the check fails by 5 points or more, you draw

    some incorrect conclusion about the speech.

    PerformPerformPerformPerform Influence Crowd: Some performers are able to use theirskills to not only earn money and impress an audience, but also to influence that audience’s attitudes (in asimilar manner to using the Diplomacy skill to changeNPC attitudes). This use of the Perform skill can onlyinfluence NPCs whose attitude toward you is indifferentor friendly, and any attempts to influence hostile orunfriendly NPCs in this manner automatically fail. Toinfluence the attitudes of a crowd, make a normalPerform check and treat the result exactly as you wouldthe result of a Diplomacy check to influence theattitudes of indifferent or friendly NPCs in the audience.

    RideRideRideRide Bestride Opponent : If you are two size categoriessmaller than your opponent is, you may attempt toquickly mount your foe’s back and impair its actions. You must make a Ride check as a swift action with a DCequal to 10 + your opponent’s CMD to make the initialquick mount without provoking an attack of opportunityfor this movement. If you succeed, you gain many of the benefits of improved cover (+8 to AC, +4 to Reflex savesand improved evasion) against the attacks of thecreature you bestride, and standard cover (+4 to AC and+2 to Reflex saves) against all other creatures. A bestridden creature takes a –2 penalty on all attack rolls

    and a –2 penalty to Dexterity. A bestridden creature who attempts to cast a spell must make a concentrationcheck (DC 15 + spell level) or lose the spell. A failure on your part by 5 or more results in you failing to bestridethe creature and your provoking an attack ofopportunity.The bestridden creature may dislodge you by severalmeans:

    • Making a successful combat maneuver checkagainst your CMD or an Escape Artist checkopposed by your Ride Check as a move-equivalent action.

    • Hitting you with one of its attacks. You must make subsequent Ride checks as a move-equivalent action each round (same DC) to remainmounted on the target.

     Dismounting Charge: You must possess at least 2 ranksin Ride before you can attempt this skill use. If you doand your mount has moved at least 10 feet in the currentround, with a successful Ride check you can use astandard action to dismount and attack an adjacentopponent as if you had charged that opponent. The DCof this check is equal to 10 + your opponent’s CMD.Failure results in you automatically missing your

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    16/24

    14

    opponent with the attack and falling prone where youintended to dismount. You can only successfullyperform this skill use against a creature who has notobserved you performing it before.

     Hide Under Mount:  Some mounted riders know very well the advantage of catching an enemy by surprise.

    They often surprise opponents by swinging underneathor behind their mount, gripping its belly with theirknees and elbows. With a successful Ride check againstDC 25, you can instantly swing under or behind yourmount as it is moving, gaining cover as per the coverRide task and a +5 circumstance bonus to Stealthchecks, though your mount is automatically apparent.Failure results in you falling prone from your mount inan random square adjacent to or occupied by yourmount and suffering 1d6 points of damage, if you land ina space occupied by your mount it tramples you (nosave).

    Sense MotiveSense MotiveSense MotiveSense Motive Eureka Assist: If you aid another with a Sense Motivecheck, you can attempt to provide a greater than normal bonus to the other character’s total skill check. Thischallenge reflects the fact that a highly trained orinsightful person can render better help than anuntrained or fumbling assistant. In return for increasingthe aid another skill check Difficulty Class by 5 (to DC15), you boost the 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, butremember that a Sense Motive check does not allow youto try again; if your check to aid another fails, youprovide no bonus.

     Eureka Moment : Normally you cannot try again on aSense Motive check. Sometimes, however, some externalinspiration holds the key to the problem you was tryingto solve, and sometimes that inspiration hitsunexpectedly from out of the blue. This skill use requiresan ally to successfully perform an aid another with theSense Motive skill (if the ally fails, that same ally cannotattempt a retry). If the aid another is successful, you canthen take 20 (taking 20 times as long) on your SenseMotive skill use with the bonus from the other’s aidanother skill use.

     Predict Action:  You can sometimes read an opponent’s body language and eyes to determine the nature of hernext action.  As a move action, you can attempt a SenseMotive  check opposed either by your opponent’s Bluffcheck or with a DC equal to her Combat ManeuverDefense (opponent’s choice). If your check succeeds, youlearn what your foe plans to do on her next action. Youlearn only general information, such as whether your foeintends to cast a spell, use a ranged attack against aspecific target, or flee. You do not learn exactly whichspell she plans to use, but you do know her target. Youmay then take your standard action as normal. Note thatthe result of your action, and others’ actions, could causethe target to change her mind. You only learn what sheis planning to do at the moment you act.

     Eureka Assist

     Read Foe:  You pause to study your opponent, readingher stance, watching how she sets her feet, andinterpreting her mood. Using this information, you learnto predict and counter her moves. As a move action, youmay make a Sense Motive check with a DC equal to herCombat Maneuver Defense. If your check succeeds, youlearn to read your opponent’s reactions. You gain a +1

    insight bonus on attack rolls and combat maneuversagainst her and a +1 insight bonus to Armor Classagainst her attacks until the end of the encounter.Failure results in you provoking an attack of opportunityfrom the target and you cannot try again against thesame target for 24 hours.

     Read Profession:  You can examine the subtle physicaland social traits exhibited by someone to determine histrade and level of skill. After studying someone for threerounds make a Sense Motive check at DC 25 to searchfor subtle clues, such as calluses on a person’s hand, hispeculiar stance that indicates he studied at a fencingschool, or the faint traces of spell components staininghis fingers. If your check succeeds, you determine what

    classes someone has levels in and what Professions orCrafts he practices. If you attempt to use this skillagainst a disguised person, your Sense Motive check isopposed by his Disguise check +15. On a successfulcheck, you notice that your subject seeks to conceal histrue identity otherwise you get the information thedisguised person wishes to provide. If you exceed thecheck by 10 or more you make an educated guess at thetotal character level (but not racial hit dice) and ranks ofProfession or Craft skills a target has, based on the chart below.

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    17/24

    15

    Table: Read Profession

    InformationProvided

    Total Character Level orRanks in Profession orCraft skill

    Faint Talent 1-3Moderate Talent 6-11Strong Talent 12-19

    Overwhelming Talent 20+

    Sleight of Hand Sleight of Hand Sleight of Hand Sleight of HandConceal 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 anopponent by surprise.  You may make a Sleight of Handcheck as a move action, opposed by    your foe’sPerception check, to prepare a weapon in such a waythat she fails  to note that you are armed. Your foeapplies her base attack bonus as a modifier on herPerception check. You may hide only one weapon at atime in this manner. If you then attack with this weapon

    as a readied action (or if you possess the Quick Drawfeat, as part of an attack action), your opponent isconsidered flat-footed against your next attack. Failureresults in you provoking an attack of opportunity from your opponent. If you hold onto the weapon for morethan 1 round, your opponent gains another Perceptioncheck (modified by her base attack bonus) to notice it; you oppose this check with another Sleight of Handcheck with a –2 penalty. The modifiers listed underSleight of Hand for different weapon sizes, billowingclothes, and so forth apply to checks made to conceal a weapon. Consult the Sleight of Hand skill’s descriptionfor more information.Special: The Disguise skill allows for a similar function(disguise weapon, see above). The Disguise check takes

    longer to implement, but it works better when facingsomeone who may attempt to search you.

     Plant Item:  If you try to place an object on a creature(such as a pin on his clothes or something in his pocket), you must make a DC 20 Sleight of Hand check. Theopponent makes a Perception check to detect theattempt, opposed by the Sleight of Hand check result you achieved when you tried to deposit the item. Anopponent who succeeds on this check notices theattempt, regardless of whether you planted the item. You cannot use this skill to plant an item on a creatureduring combat if the creature is aware of your presence.Planting an item is normally a standard action.However, you may plant an item as a move action by

    taking a –20 penalty on the check.

     Surreptitious Frisking:  As a move action, you casuallycheck the contents of your target’s pockets, bags, backpacks, and other equipment, determining if hecarries weapons or any other hidden items. Make aSleight of Hand check opposed by your victim’sPerception check. If you fail, your target notices yourattempt. Otherwise, your investigation passesunnoticed.

    Conceal Weapon

    You’re Bleeding:  You must possess at least 9 ranks inSleight of Hand to perform this skill use. You know howto deliver a nasty strike without your foe feelinganything. If you use a light piercing weapon to hit a flat-footed opponent, you can choose to have the opponentnot become aware that it has been damaged until thestart of your next turn, when it also suffers 1 point of bleed damage. Instead, that opponent reacts as if youhad attacked and either missed or dealt no damage

    (your choice). This skill check is opposed by youropponent’s Perception check and is part of the attackaction.This skill use does not allow the opponent to ignore anyof the other effects of your attack, such as ability damagefrom poison on your dagger or suffering the unconsciouscondition when reduced to fewer than 0 hit points. Youcan only successfully perform this skill use against acreature who has not observed you performing it before.

    SpellcraftSpellcraftSpellcraftSpellcraft Analyze Magic Trap:  After you (or an ally within 30feet) discover a magic trap using the Perception skill or

    other means, you can attempt to determine the exactnature of the trap using detect magic and the Spellcraftskill. The DC of this check equals 20 + the spell’s casterlevel. If you succeed, you know what spell the traptriggers. If the trap triggers more than one spell, checkseparately for each one. This knowledge grants you noadvantage for disarming the trap, but it does tell you what to expect should the trap go off.

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    18/24

    16

     Determine Aptitude

     Determine Aptitude: Observing an opponent cast a spellor use a spell-like ability in action, you can, as animmediate action, with a successful Spellcraft check,identify the opponent’s caster level and the highest spelllevel she can cast. The DC of this check is equal to 10 +her caster level + her relevant caster ability modifier. You can, if you make a consecutive successful check,each time she casts a spell after that, learn the name ofone feat, ability or class feature that she has that

    modifies her spells or spell like abilities. If you fail any ofthese checks, you cannot attempt to determine theaptitude of the same target again until you gain a level.

    StealthStealthStealthStealth Hide Above Door: One of the most dangerous anddifficult tricks is to hide above a doorframe. Whenever you are indoors, you may make a Stealth check to hideabove a doorframe so that anyone entering through thatdoor will have a difficult time seeing you. In order to do

    this, make a successful DC 15 Climb or Acrobatics check,followed by a Stealth check (with a+5 competence bonusto determine the DC of any Perception checks to locate you) and are considered to have concealment for thepurposes of Stealth. You may remain hidden in this way for a number ofrounds equal to your Constitution modifier (minimum 1

    round). Each round thereafter, you must make aConstitution check (DC 10 +1 each successive round) orgive away your attempt at hiding. If you fail thisConstitution check by 10 or more, you fall from yourposition.

    Tail: You discreetly follow another person, using the citycrowds, jungle foliage, or other cover to conceal yourpresence. You keep your quarry in sight, carefullymonitoring him while remaining far enough in the background to evade his sight. Every ten minutes of your pursuit, make a Stealth check opposed by yourtarget’s Perception check. Note that if you follow severalpeople travelling as a group, every person you pursuemakes a Perception check. Victims consciously looking

    for someone tailing them gain a +2 competence bonus totheir check. If you exceed the first check by 10 or more you do not need to make an additional check for thatperson for 1 hour.

    Survival Survival Survival SurvivalCover Tracks: You know not only how to find signs thatmark the passage of men and animals but also how tomake your own tracks more difficult to follow. If youmove at three-quarters your normal movement rate, youcan make a Survival check with a -5 circumstancepenalty to destroy signs of your passage (you may take10 on this). Anyone attempting to track you must notonly beat the DC of the environmental conditions, buttheir own check must equal or beat yours. If they fail todo this, they cannot track you.

    Cross-Country Skiing:  To perform this skill use youmust have a set of skis or have two pieces of wood of theappropriate size to create makeshift skis. If you do, youcan, with a successful Survival check at DC 15, use themto ignore the hindering effects of snow, heavy snow, andsleet on movement, by taking advantage of the slicksurface and downhill slopes, unless all of yourmovement for a round (during tactical movement) or foran hour (during overland movement) is uphill. Duringtactical movement, you must make the check eachround; during overland movement, you make the checkonce an hour or state that you are taking 10. If you failthe check by 5 or more you fall prone at the start of yourmovement.

     Determine Distance: By concentrating for 1 minute, youcan determine the distance between two points within your line of sight (DC 15). If the check fails, you cannotdetermine the distance. If you succeed, the GM tells youthe distance in a reasonable unit of measure. If you failthe check by 5 or more, the GM adds or subtracts (at hisoption) 1d20 of the same units to or from your

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    19/24

    17

    measurement. You cannot determine the distance between two towns down to the nearest foot, but youcan judge how many miles separate them. You may alsouse this skill to determine the size and dimensions of asubterranean chamber that you cannot fully see, usingechoes, and telltale rock formations (DC 20).  You mayonly judge the distance between any two given points or

    to a single destination once per day.Special: You may use your Intelligence modifier ratherthan your Wisdom modifier when determining distance.

     Find Path: One excellent use of the Survival skill is toallow quick movement through wilderness terrain. Whenever you are moving in trackless terrain, you may,as a full-round action, make a DC 20 Survival check tolocate a path through the terrain as though it were aroad or trail for the purpose of determining youroverland speed. This benefit extends to one of your alliesor traveling companions for every two ranks you have inSurvival. Using Survival in this way may be attemptedonce per day with no retries.

     Focus: You can clear your mind and act normally evenafter sustaining a jarring injury. If you are stunned, youmay make a Survival check at DC 30 to take a singlestandard action the following round, if the stun effect isthe result of a spell or spell-like ability you must make aDC equal to 25 + the spell’s caster level. If the stun is theresult of a creature’s supernatural or extraordinaryattack that had a saving throw the DC is equal to thesave DC of the attack plus half the creature’s hit dice. You can attempt this check only once per encounter.Normally, stunned creatures cannot take any actions.Even if your check succeeds, you still suffer all otherpenalties for being stunned. Failure results in you beingrendered helpless until the beginning of your next turn.

    Gather Natural Antidote:  The wilderness is full ofpoisonous animals and equally toxic plants. Fortunately,nature has a way of taking care of its own and there aremany beneficial herbs which can limit the effects ofnatural poisons, if one knows where to find them. Whenin a wilderness area, if you make a successful Survivalcheck, you can gather the materials to make an herbalpoultice as a full-round action. The DC of the check isequal to the DC of the poison. If applied to the victim ofa poison attack, the recipient gains a +2 alchemical bonus to their saving throw. This check can only bemade when you know the type of poison you areattempting to cure and that poultice will only workagainst that particular poison. An herbal poultice lastsfor one day before losing its potency.

    There are, of course, natural areas where there are noanimals or plants, and so this use of Survival cannot beattempted. If the GM decides that it is neverthelesspossible (there are some creatures, for instance, that live beneath the desert sands, but are very hard to find), theDC will be higher.

    Grace Under Pressure.  By clearing your mind andlocking on to a problem, you can quickly solve orovercome it. This comes at the risk of rushing yourselfand making a mistake that causes you to waste more

     Harvest Venom

    time on a problem than if you had taken a slower,steadier method. With a successful Survival check at DC20 you cut in half the time needed to take 20 with a skill(this can never be reduced below one full round). If yourSurvival check fails, you rush yourself and botch yourattempt. You spend half the time needed for the skillattempt and fail to solve the problem.

     Harvest Venom: You may use the Survival skill to milk venom from a slain, helpless, or pinned creature withthe poison special attack (this ability must be

    extraordinary and not be supernatural, spell-like or aclass feature) into a proper container. The poison willkeep for one week. The DC of this check is equal to theDC of the poison + 1/2 the creature’s HD. If it fails by 4or less, you have failed but can try again. Failure by 5 ormore results in ruining the poison sacks of all doses (youcannot retry), one point of hit point damage due to self-injury (no damage reduction), and suffering the effectsof the poison you were attempting to harvest. With asingle successful check, you can recover one dose of venom from a Tiny creature, double this amount foreach size category of the creature above Tiny. If injuredor slain, a creature’s venom sacks can be ruined in theattack(s), especially those involving critical hits ormassive damage. A seriously injured (suffered half its hit

    point total in damage, suffered a critical hit, or massivedamage) or slain creature has the number of potentialdoses reduce by 1d2 doses, a creature injured by acritical hit doubles this amount. In addition, you doublethis amount for very size category above Small thecreature possesses.

     Intuit Depth: By concentrating for five minutes, you cangauge your current depth beneath the earth's surface.The GM makes this check in secret. If the check is

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    20/24

    18

    successful (DC 20), you correctly deduce your depth. If you fail the check by 5 or more the GM adds or subtracts(at his option) 1d100 feet to or from the current depth.Regardless of success or failure you may intuit depthonly once per day.

     Provisional Redoubt:  You can create a makeshift

    structure that improves the benefits of a position thatoffers cover so that if offers the benefits of total coveragainst one attack (the attack causes it to fall apart andreturn to only offering cover) with a successful Survivalcheck DC 30. It takes at least 1d3 x 10 minutes toprepare a provisional redoubt. Using magic (such as aminor  and major creation) reduces this action to thetime required to cast the spell or trigger the effect.

     Sweeping Entrance:  With a long enough rope and theright amount of panache, you can swing through the airand launch yourself into combat, leaping to attack yourenemies. To attempt a sweeping entrance, make aSurvival check at DC 15 to determine if you correctly judge your rope’s length and launch yourself at a correct

    angle. Use a move action to swing on the rope, movingup to half the rope’s length. If your skill check succeeds, you attack as if charging. If your check fails, you fallprone halfway through your swing and take theappropriate amount of falling damage. This movementdoes provoke an attack of opportunity but it is oftenused in a surprise round or against opponents who areflat-footed. The classic use of this skill is to launch yourself into a building through a window, catching yourenemies by surprise.Special:  Your GM may determine that the particularuse of sweeping entrance that you are attempting alsorequires a Climb or Acrobatics check.

    Terrain Tactics:  Your knowledge of the environment

    allows you to turn your surroundings to your advantage. You might pick out just the right spot in a snowbank where you can find a steady position while your foes flailthrough the snow. When fighting in any sort of terrainthat restricts you and your opponent’s movement, youmay make a Survival check with the DC equal to youropponent’s Combat Maneuver Defense as a move action.This single opponent must be in your threatened area. If your check succeeds, you can opt for one of severaleffects:•  Hindering Terrain:  You can confer a –1

    circumstance penalty on attacks, Armor Class, andCombat Maneuver Defense upon your opponent aslong as she is in the difficult terrain. You kick snowat her, shift the stones on a gravel slope so that she

    loses her balance, and so forth.• Tangle and Drop:  You pull on a vine or rope to

    upset your opponent’s footing or hit her at just theright angle to disrupt her balance, causing her tofall prone in her current space.

    • Terrain Injury: You send a hail of stones, thorns, orsome other environmental debris at your opponent.She suffers 1d6 points of damage.

    Failure results in your provoking an attack ofopportunity from your opponent and you cannot tryagain against the same target for 24 hours.

     Fast Activation

    SwimSwimSwimSwimCliff Dive: With a successful Swim check against a DCequal to the conditions of the water below, +5 for every10 feet of height, you can dive from a cliff or other highobject into water and take no damage. In addition, oncein the water, you can move up to your full normalmovement rate for one move action, without need ofanother skill check, as the speed of your fall propels youlike a dolphin through the water. Only water that is of adepth at least equal to double your height can be dived

    into in this fashion. On an unsuccessful check, you takefull damage from the fall. The cliff dive counts as a moveaction.

     Pierce the Waves: With a successful skill check against aDC equal to twice the normal Swim DC for theappropriate water conditions, you can negate the armorclass bonus a creature wading or partially submergedreceives when attacked by a being on land, as well asreduce the total cover bonus a completely submergedcreature receives to partial cover. This represents yourinstinctive understanding of combat in the water. Since you must study the water and strike at exactly the rightmoment, using Swim in this fashion requires a full-round action, which includes this Swim check, and a

    single attack action. Failure by 5 or more results indoubling the targets cover bonuses.

    Use Magic DeviceUse Magic DeviceUse Magic DeviceUse Magic Device Fast Activation:  In order to attempt this skill use youmust possess at least 8 or more skill ranks than thecaster level of the magic item. If you do, and you make asuccessful check, you can reduce the time needed toactivate a magic item; the DC for this use is 20 + theitem’s caster level (minimum DC 30). If the activation is

    rder 3156867

  • 8/16/2019 101 New Skill Uses (PFRPG)

    21/24

    19

    normally a full-round action, it becomes a standard action (and astandard action becomes a moveaction, while a move action becomes a swift action). For itemsthat require time expressed inrounds, minutes, or larger units,

    this skill use has no effect. If youfail the check by 5 or more, then you cannot activate that item againfor 24 hours.

    Gain Passage:  When faced with amagical barrier requiring a specificclass, race, or alignment, you canuse your Use Magic Device skill toemulate the required attribute. Ifthe abjuration covers the entirearea rather than just being a barrier, you must make a skillcheck every round to avoiddiscover