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Rite Publishing Presents

101 New Skill Uses

By Steven D. Russell
Cody Martin (order #3156867)

Rite Publishing Presents:

101 New Skill Uses


The Expert (Designer, Layout, Publisher): Steven D. Russell
The 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 not
guarantee compatibility, and does not endorse this product.
101 New Skill Uses Copyright 2011 Steven D. Russell, Open Gaming License Copyright 2007
Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.

Cody Martin (order #3156867)

101 New Skill Uses


Acrobatics
Free Running: You move faster than normal, taking
advantage of the environment, such as scurrying down a
slope or making a short jump off a ledge, to increase the
distance you can move. Difficult terrain, such as heavy
undergrowth, broken ground, or steep stairs, which
normally hampers movement, does not hamper your
movement 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 use
of Free Running allows you to run or charge across
difficult terrain. GMs can rule that it is impossible to
use Free Running if there is no terrain feature for you to
take advantage of (such as a flat open field of snow).

Leaping Charge

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 the
check by 5 or more you suffer 1d6 points of nonlethal
damage and provoke an attack of opportunity.

through the charge, automatically miss your attack, and


end your turn. You suffer the standard 2 penalty to
Armor Class for charging as normal and end your
movement as normal for a charge.

Le Parkour: You move through your environment like


an obstacle course: vaulting obstructions, leaping gaps,
running up walls, throwing yourself hard at a wall then
springing off quickly enough to go ever higher, and
otherwise taking wild shortcuts. To use your skill in this
way, you must first use a move action to move at least
half your speed. Then, as a standard action, you can
move past obstacles and up to 20 ft. of additional
movement as long as there is an opening within at least
15 ft. of you when you make the check. Doing this
requires 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 you
are stopped at the obstacle and fall prone suffering 1d6
points of nonlethal damage.
You cannot use Acrobatics to perform Le Parkour if your
speed is reduced due to carrying a medium or heavy
load. You do not provoke an attack of opportunity if
your check exceeds your opponents Combat Maneuver
Defense, and you can move through his space while
performing Le Parkour if the check exceeds his CMD by
5 or more.

Perfect Balance: In return for increasing the Acrobatics


DC by 10, you can move with such grace and agility that
you are no longer considered flat-footed and you
maintain your Dexterity bonus to AC while balancing on
a narrow surface.
Perilous Balance: If your GM judges it feasible, you can
shake or disturb the object that you must balance upon.
Increase the Acrobatics DC by 10; you and all other
creatures balancing on the object must make new
Acrobatics check. For example, you could bounce and
sway on a tightrope to knock others off of it.
Pole Vault: When carrying any long pole or staff, you
can use it to augment the height of a jump. Make a
running high jump as normal, but make a second
Acrobatics check at DC 15 to add the length of the pole
to the total distance you jump. You may jump above the
maximum distance normally allowed by your height
after applying this modifier. If you fail the Acrobatics
check to use the pole, resolve your initial jump check,
but halve the height it would normally allow you to
clear.

Leaping Charge: As you rush at an opponent, you


spring 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 Acrobatics
check 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 opponents Combat Maneuver
Defense) as part of your charge. If you succeed, you
inflict +4 damage on your attack. If your check result is
10 or higher than your opponents CMD, you gain a +8
bonus to damage. Multiply this damage on a successful
critical hit. If you fail this check, you fall prone halfway

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


as on top of an opponent, upon a horses back, or in a
specific location (empty square), ready to fight. If you
want to land in a specific location, the skills DC
modifier is +5. If you want to end your jump by landing
on a target creature, the DC is the Acrobatics DC +5 or
your targets Combat Maneuver Defense +5, whichever
is higher. If you want to inflict damage or knock a foe
prone with this skill use, you need to perform a combat
maneuver check against your opponent (which provokes
an attack of opportunity). If you fail your Acrobatics
check you land prone in random square adjacent to your
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Cody Martin (order #3156867)

to bribe by 1d4 levels less than creatures actual


character level and the recipient reacting as if his
alignment were Lawful Good The alignment of the
intended bribe recipient also affects the success of a
bribe attempt. Attempting to bribe a Lawful creature
actually results in an -20 penalty to the bribers
Diplomacy 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. Other
alignments 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 services
equivalent to the amount indicated on the bribe table,
but actual coin is preferable.
Table: Determine Bribe
Bribe Recipient Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Determine Bribe
target and if your target was a creature you provoke an
attack of opportunity from that creature.
Tumbling Strike: You somersault and twist to avoid
your opponents attacks and make a single, decisive
strike. 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 opponents Combat Maneuver
Defense. If your check succeeds, you may move up to
double your speed and make a single attack at your best
attack bonus. Your opponent loses her Dexterity bonus
to Armor Class against this attack. If your check fails,
you fall prone halfway through your movement,
automatically miss with your attack, and provoke an
attack of opportunity from your opponent.

Cost to Bribe(GP)
5
45
135
270
450
650
950
1,350
1,800
2,450
3,300
4,400
5,500
7,500
10,000
13,000
17,000
22,000
29,000
38,000

Find Weak Point: As a full-round action, make an


Appraise check (DC 20) to pinpoint a weak spot in an
object or weapon. This object must be in your
threatened area in order for you to examine an object
closely enough. If you succeed, you gain a +2 insight
bonus on a sunder attempt against a weapon or a +2
insight bonus to damage against an object.
You can also use Appraise against armor. As a full-round
action, make an Appraise check (DC 25) against a foe
who stands in your threatened area. If you succeed, you
gain a +1 insight bonus on attack rolls against this foe
for the rest of the encounter. For this check to be
effective, your target must have an armor or natural
armor bonus to Armor Class from some type of
observable physical armor. Your GM may judge that
certain 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 works
only against suits of armor and natural armor, not magic
devices that offer similar protection in a different form.

Appraise
Determine Bribe: You may find it desirable or necessary
to use bribery to help sweeten the deal when you need
to get something done. A successful bribe can be used to
create a +10 circumstance bonus on a Diplomacy check.
The cost to bribe someone is normally based on the
character level of the NPC to be bribed and on the
average wealth of a creature of that level (see the chart
below, subject to GM adjudication). A secret check is
made by the GM with a DC equal to 10 + the targets Hit
Dice + the targets Wisdom modifier. A success by 10 or
more results in you determining the minimum amount
the target would accept as a bribe 1d4 levels less than
the creatures actual character level. A failure by 5 or
more results in you incorrectly determining the amount
to bribe by 1d2 levels less than the creatures actual
character level and the recipient of that bribe will react
as if his alignment were Neutral Good. A failure by 10 or
more results in you incorrectly determining the amount
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Cody Martin (order #3156867)

Bluff
Blather: With meaningless fast-talk you can converse
your way out of a problem you talked yourself into
without lying or being deceitful. The use of blather
happens after you have just failed a Diplomacy check. If
you have failed that Diplomacy check by 5 or more, the
characters attitude toward you is decreased by one step.
Normally, you cannot use Diplomacy to influence a
given creatures attitude more than once in a 24-hour
period. If a request is refused, normally the result does
not change with additional checks, although other
requests might be made.
However, if your Diplomacy check to influence an NPCs
attitude or a request failed, you can spend another fullround action talking to the NPC, and then use blather to
make a Bluff check with a +10 circumstance bonus to
the Diplomacy DC (or to your opponents original
opposed Diplomacy roll). A success on this Bluff check
results in the NPC forgetting or ignoring your social
failure or poor request, and then you are permitted to
try again with your Diplomacy skill just as though the
required 24 hours had passed.
If, after your failed Diplomacy check, you also fail on
your blather use of Bluff, and you fail by 5 or more, you
deeply insult your target. If it was an attempt to
influence a given creatures attitude, you make the
characters attitude worsen by yet another step (so, two
steps total since you failed by 5 or more on the initial
Diplomacy check), and if it was a request, you cannot
make any other requests of the target for 24 hours. Once
you attempt this skill use (successfully or not), you
cannot use it against the same target again for 24 hours.

Impressive Distraction
Hide Components: When casting a spell, you can
attempt to hide its somatic components and thus make
it harder for others to recognize that you are casting a
spell. Make a Bluff check opposed by any observing
creatures Perception check (spellcasters add their caster
level to their check). Each observer who fails to beat
your Bluff check fails to determine that you are casting a
spell. If creatures can see the spells effect project
outward from you, they know you cast a spell. You must
perform this Bluff check at the time you cast the spell.
This skill use increases the time involved in casting: the
casting of a swift action become a move action; a
standard action spell becomes a full-round action, and if
it is already a full-round action or more, it adds 1 round
to the casting time.

Bury Enchantment: You must have a number of ranks


in Spellcraft equal to double the spells level +2 before
you can attempt to bury enchantment. If you do, a
person using Sense Motive to sense enchantment must
succeed at both the DC 25 (or DC 15) and the opposed
roll of your Bluff check. You must perform this Bluff
check at the time you cast the spell. This skill use
increases the time involved in casting: the casting of a
swift action become a move action; a standard action
spell becomes a full-round action, and if it is already a
full-round action or more, it adds 1 round to the casting
time.

Impressive Distraction: With a successful Bluff check,


you create a large obvious distraction that draws
everyones attention for 1 round. The DC of this check is
equal to 10 + your opponents base attack bonus + your
opponents Wisdom modifier. If your opponent is
trained in Sense Motive, the DC is instead equal to 10 +
your opponents Sense Motive bonus, if higher. Allies
are able to use Stealth or to flee until they are out of
sight during this time. There may be opponents who
were aware of you or your allies before you make this
attempt, if any of your allies attempt to attack those
opponents during this round, that attempt negates the
beneficial effect of this skill use.
If you draw attention just to yourself, you can perform
this action as a full-round action. If you take at least 1d3
x 10 minutes to prepare a distraction, you can have it
draw your opponents attention elsewhere. Using magic

Feign Death: You ready an action to make a Bluff check


the next time you take damage. Make a Bluff check
opposed by any interested observers Sense Motive
check. As a rule of thumb, only opponents directly
engaged against you should make this check. You
automatically fall prone and drop any items you hold.
Your GM keeps the result of the Sense Motive check
secret, and you are considered flat-footed until your next
action. You are not considered helpless, as you can try to
defend yourself against a coup de grace or similar attack
at the last moment.
If you attack an opponent who thinks you are dead, she
is considered to be flat-footed against you until the end
of your action. Once your action ends, your foes
obviously know that you are alive.

Cody Martin (order #3156867)

(such as a delayed blast fireball spell) reduces this


action to the time required to cast the spell or trigger the
effect and with the GMs permission may grant you (up
to) a +10 competence bonus to the check.

Scaling Attack: Against a larger opponent, you grab


hold of its belt, armor, scales, horned plates, or other
footholds to scramble up its body and attack. Against a
creature that is at least two size categories larger than
you are, you may make a Climb check as a standard
action (DC 10 + opponents BAB). If you succeed, you
climb your opponent as per the Climb skill. You must
use one hand to hold on as you take other actions, you
cannot use a shield, and you lose your Dexterity bonus
to Armor Class. The opponent you climbed loses his
Dexterity bonus to Armor Class against your attacks.
You occupy the same space as your foe. You provoke an
attack of opportunity for entering a foes space. In
addition, 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 each
attack action it possesses causing you to make an
additional Climb check (same DC). If he succeeds, you
fall and take damage both as if he hit you with the attack
and from falling, after landing you provoke an attack of
opportunity. 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 nearest
empty square (determine randomly if necessary).

Climb
Brachiation: The deep forests and jungles of the world
are choked with hanging vines and flexible branches.
Some characters can use these objects as impromptu
ropes and swing lines, giving them the ability to move
with incredible speed, far removed from the dangers of
the forest floor.
In order to use Climb in this manner, there must be
sufficient flexible branches and vines for you to grasp
and they must be long enough to allow you to swing
between trees. For this reason, brachiation can only be
used in forest, jungle and some swamp terrain
(specifically, swampy forests). The DC of moving along
using skill use is 20. Failure by 4 or less means you do
not move but can try again (having missed your next
hand hold); Failure by 5 or more results in you falling. If
the GM rules that there are sufficient vines and flexible
branches to use this skill, then you can use your ranks in
the Climb skill, rather than the Acrobatics skill, to
perform a jump. When using branches or vines to jump
in this fashion, you are always considered to be making
a running jump.

Slide: Some characters master the art of sliding down


tree trunks, poles, columns, and other slopped surfaces
by using only their feet and fingertips to maintain loose
contact with the surface. With a successful Climb check
(DC for surface +5), you can slide along a downward
sloping 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 results
in you falling.

Fighting Climb: In return for increasing the Climb DC


by 10, you can move with such speed and vigor that you
are no longer considered flat-footed and you maintain
your Dexterity bonus to AC while climbing.
Rapid Ascent: With the aid of the terrain or the
environment, you make your way up a surface with
incredible speed. You can move upward a distance in
feet equal to your Climb check result, though you must
move in increments of 5 feet, as normal (round down to
the nearest number divisible by 5 to determine how far
you can move). Note that this skill use assumes you have
some method of aiding your ascent, such as handholds
or 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, and
suffer an additional 1d6 points of falling damage. If you
were standing on the ground, you still fall prone and
suffer the additional 1d6 points of falling damage.

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 way
down, slowing your descent and reducing the damage
you take. With a successful Climb check (DC 20), you
reduce the damage you take from a fall by 10 feet. A
failed check results in you taking an additional 1d6
points of damage from the fall (as you misjudge and hit
what you were trying to grab.

Craft (alchemy)
(alchemy)
Refining Substance: Alchemists are prized in many
communities for their ability to treat the substances
used in forging such as weapons, armor, and other tools.
The smiths skill is most important in crafting these
items, of course, but a skilful alchemist can provide the
craftsmen with the finest raw materials from which to
create their items. In order to prepare substances for
forging, the alchemist must have a furnace in which to
melt the metal or other substances and remove its
impurities. Most smiths have no problem allowing an
alchemist to use their forge for this purpose, knowing
they will benefit from the improved quality of the
refined substance. It requires 8 hours to refine 50
pounds of substance, plus an alchemy check (DC 25)
and 1,500 gp for each weapon, armor, shield, tool, or

Rapid Descent: Using a rope or handholds, you


scramble down a surface. You can move downward a
distance in feet equal to twice your Climb check result,
though you must move in increments of 5 feet, as
normal (round down to the nearest number divisible by
5 to determine how far you can move). Note that this
stunt assumes you have some method of aiding your
descent, such as handholds or a rope. Otherwise, you
probably need to use Acrobatics to move downward (or
fall). If you fail your Climb check you fall from your
starting position, land prone, and suffer an additional
1d6 points of falling damage.

Cody Martin (order #3156867)

10x10 foot section. Refined substances may have any


one of the following properties:

Increased Weapon Hardness: Any weapon,


metal shield, or medium (or heavier) armor
fashioned from refined substances has a
hardness 2 higher than normal. A longsword
forged from this type of refined substances, for
example, would have a hardness of 12 rather
than 10.

Inner Strength: The hit points of a weapon,


shield, or armor fashioned from the refined
metal has 25% more hit points than normal. A
large steel shield fashioned from this type of
refined substance has 25 hit points rather than
20.

Easy to Work: The substance is so easy to work


with that all Craft checks made when using it
receive a +1 circumstance bonus. Weapons and
shields provide their normal protection but
weigh 10% more than normal.

Magically Treated: When an object is


fashioned using this refined substance, the
objects Break DC is increased by +20 above
normal, its hardness is increased 100% above
normal and its hit points are increased 100%
(or + 50 hp whichever is greater) above
normal. A magically treated wall also gains a
saving throw against spells that could affect it,
with the save bonus equaling 2 + 1/2 your
ranks in Craft (alchemy) + your Intelligence
modifier.
If you fail your check you can try again but one quarter
of the material used in the attempt is ruined by
each failed attempt, including the first.

are considered flat-footed until the beginning of your


next turn. Make a Diplomacy check with a DC as
indicated on the table below. If you succeed, your
opponents ready actions to attack when you or your
allies attack or take a threatening action. You may then
parlay 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 stepped
down from their alert standing. The base DC of the
check is based on the opponent with the highest CR; 15
+ that opponents hit dice + his wisdom modifier + a
situational modifier (see below). If the Challenge
Ratings of all your opponents are equal use the
opponent with the highest Wisdom score.
Situation
Your foes have the advantage
The battle is even
Your opponents are losing

DC
+10
+0
-10

Your GM may rule that certain foes are immune to this


skill use, such as fanatics who are inspired by religious
or political fervor, raging barbarians, and other hateful
enemies. In addition, you must share a language with
your opponents or otherwise have some means of
communicating with them.
Calm Emotions: Use Diplomacy to talk your way out of
a potential fight. When dealing with an NPC who is
ready to make an attack, make a Diplomacy check
opposed by your opponents Sense Motive check (or 20
+ your opponents Hit Dice + your opponents Wisdom
modifier, whichever is higher), to bring him to his
senses. If you fail, the target may act as normal but you
are considered flat-footed against his attacks until your
next turn. If you succeed, your opponent stops to
consider your words, though he remains hostile. Your
GM has the final say in determining if your Diplomacy
skill has any use in a situationas a rule of thumb, this
skill works in any situation that arises in a neutral or
safe setting with a hostile NPC who otherwise has no
particular reason to seek your death. You cannot use
Diplomacy against creatures that do not share a
language with you or have a specific reason to attack
(you attacking them or trespassing).

Craft (any)
Fast Completion: By adding 10 to the DC of your Craft
check, you reduce the time needed to complete the
crafting. If the check is successful, you reduce the time
needed 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 the
check is 20, which negates the broken condition for one
use plus one use per 5 points over 20 (or for 10 minutes
+ 10 minutes per 5 points over 20 if the item is usually
involved in continuous use, such as a saddle or wagon).
This skill can only be attempted once per object
regardless of success or failure. Failure by 5 or more
results in the object suffering 5 points of additional
damage (does not ignore hardness) plus 1 point for each
point beyond 5 by which it fails. This skill use has no
effect on ruined or destroyed objects and does not repair
hit point damage.

Complicate: Sometimes you find it to your advantage to


delay the resolution of a specific discussion for a while
(or even indefinitely). Every time you attempt to
complicate the situation in order to delay resolution you
make a single Diplomacy check. The other participants
in the discussion make opposed Sense Motive checks; if
you succeed, then you can prevent any of the
discussions participants from coming to agreement for
a single day, without seeming to be interfering. Each
participant that beats your Diplomacy check realizes
what you are doing. The danger associated with this
activity is directly related to the importance of the
situation. Complicating the negotiations between two
countries on the brink of war exposes you to a high
degree of risk. Similar actions taken to delay the
discussions of a sea captain and a merchant so that your

Diplomacy
Call for Truce: Using your skills of persuasion, you call
for a temporary halt to the fighting. Your enemies may
halt to listen, but they remain alert and ready for a trick.
As a move action, you call for an end to the fighting and
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party can get onto a ship carry a fairly low degree of


danger.
Discreet Seeker: While seeking out news and
information, you keep a low profile. You focus on
overhearing conversations, drawing inferences from
peoples behavior, and spying on others. You increase
your Diplomacy DC to gather information by +10, but
you avoid leaving any clues about the information you
seek. If you fail your Diplomacy check by 5 or more, you
are automatically noticed as someone seeking
information about the subject.
Informant: You establish a working relationship with a
person or organization well-tuned to the gossip and
information that spreads through the area. If you pay
your informant 3d6 gp per week, you may make one
Diplomacy check to gather information the following
week without spending an evening socializing and
combing for gossip. Your informant makes regular
reports 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 an
active informant requires on night of socialization and a
successful Diplomacy check DC 20. The check is made in
secret by the GM, failure by 4 or less results in the loss
of the gold but you can try again; Failure by 5 or more
results in a false informant (this informant works as a
normal informant except he selling you bad
information).
Negotiations: When bargaining with others, your
Diplomacy skill allows you to negotiate a better deal or
bargain. Make a Diplomacy check opposed by the
merchant or negotiators own Diplomacy check. If you
succeed, 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 for
every item you wish to buy. When using this skill to
hammer out a treaty, each success allows you to force
your opponent to concede a point to you. However, your
GM has veto power over any points he deems too
extreme. For example, you could not negotiate a
surrender that allows you to keep all your items, gold
and magic and walk away unharmed. Failure by 4 or
more results in no movement on the price or the treaty
and you cannot try again. Failure by 5 or more on a price
point results in you agreeing to pay +10% on the price of
an item +1% for every 2 ranks your opponent has in
Diplomacy (as he has convinced you, you must have it).

Seduction
10 + the targets Hit Dice + the targets Wisdom
modifier. This skill use requires an evening of socializing
and usually somewhere private to retire to. If you
successfully seduce a target, further attempts to seduce
that person into your bed gain a +5 circumstance bonus
and only require a full-round action. If you fail the
check, however, you are rebuffed and may not make
another seduction attempt against the same target for at
least 1 week or you may succeed and end up with a false
informant 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 combing
for gossip. Your seduced target makes regular reports to
you, in attempts to regain your favor, about any specific
topic you designate. You may have more than one active
seduced partner (1+ a number equal to your ranks in
Diplomacy, divided by 5).

Seduction: Some enjoy sensual pleasures for the acts in


and of themselves, while some use them as a means to a
greater end. You suffer a -20 circumstance penalty when
attempting to seduce a creature that is not attracted to
your race, culture, gender, or proclivities (such as a
faithful 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 partner
can be used for gather information, or if you are just
seeking sensual pleasures, you must first get through the
targets defenses and lure him or her into your bed. You
must succeed at a Diplomacy check with a DC equal to

Spread Rumors: Rather than seek out information, you


can spread rumors of your own invention across town.
Make a Diplomacy check as if you were gathering
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Cody Martin (order #3156867)

this is not known it is the standard Disable Device check


for the object. Use of this skill takes twice as long as it
normally would to disarm the trap or sabotage the
device. If the check succeeds, you enable the device. If it
fails by 4 or less, you have failed but can try again. If you
fail by 5 or more, something goes wrong. If the device is
a trap, you trigger it. If you are attempting some short of
sabotage, you think the device is enabled, but it will fail
to work and you cannot try again.
Fast Disable: By increasing the DC by 10, the amount of
time needed to make a Disable Device check is
decreased as per the chart below. Disabling a simple
device takes 1 move action. A tricky or difficult device
requires 1d2 or 1d4 rounds. Attempting to open a lock is
move action. If the check succeeds, you disable the
device. If it fails by 4 or less, you have failed but can try
again. If you fail by 5 or more, something goes wrong. If
the device is a trap, you trigger it. If you are attempting
some sort of sabotage, you think the device is disabled,
but it still works normally.
Table: Fast Disable
Device
Time

Simple
Tricky

1 move
action
1d2
rounds
1d4
rounds
1d4
rounds

Fast
Disable
DC*
20

Example

Jam a lock

Sabotage a wagon
wheel
Difficult
30
Disarm a trap,
reset a trap
Extreme
35
Disarm a complex
trap,
cleverly
sabotage
a
clockwork device
* If you attempt to leave behind no trace of
your tampering, add 5 to the DC.

Copy Key
information. For 1d3 weeks after this check, anyone
looking for information regarding the topic of your
rumor might uncover your falsehoods in place of useful
information. If Diplomacy checks made by others are
less than your own, they uncover your rumor instead of
the information they want. If they exceed you check by
10 or more they recognize your rumors as false.

Lock Quality
Simple
Average
Good
Superior

Disable Device
Copy Key: Anyone can pick a lock, but this requires time
and only works once. Having a key is much faster and
allows other people to open the lock, but to do this; you
need the key or a copy of the key. Normally this requires
access to the original key; however, some truly skilled
individuals can map the internal dimensions of a lock
and precisely specify the design to a locksmith. A
duplicate key can then be made without ever seeing the
original key. If you succeed at the Disable Device check
(open locks DC of the lock +10), you can have a
locksmith make a Craft (locksmith) check at (DC 15) to
create a duplicate key.

25

Fast Disable DC
30
35
40
50

Manual Reset: You can reset a trap that has a manual


reset with a successful Disable Device check equal to the
normal disarm DC; this takes the same amount of time
that would be required to disarm the trap. If the check
succeeds, you enable the device. If it fails by 4 or less,
you have failed but can try again. If you fail by 5 or
more, something goes wrong and just as you believe you
have reset it, you trigger it instead; you cannot try again
as the trap must now be repaired. If you built the trap or
witnessed the trap go off you gain a +10 insight bonus to
the check.

Enable Device: If a trap has been disarmed or an object


sabotaged but not broken or ruined you may be able to
get it working again. When enabling a disarmed trap or
other device, the Disable Device check is made secretly,
so that you do not necessarily know whether you have
succeeded. Your roll is opposed by the original Disable
Device check that disarmed or sabotaged the object, if

Modify Device: With a few carefully considered changes


to a mechanisms internal workings, you cause it to
behave or operate differently. The DC of this attempt
equals the DC necessary to disable the device +10. On
success, you may change one aspect of the items
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Cody Martin (order #3156867)

operation. For example, a trap set to activate when a


chest opens may now spring into action when the chest
closes. If it fails by 4 or less, you have failed but can try
again. If you fail by 5 or more, something goes wrong, if
it is a trap you trigger it instead and you cannot try
again; Your GM has the final say on whether a proposed
modification is feasible.
Sabotage Magic Item: If you have the trapfinding
ability, you can disarm magic traps. In much the same
way, you can use this ability to curse a magic item or
render it nonfunctional for 1 day (this curse can be
negated by remove curse). The DC for this check is equal
to 15 + the caster level of the magic item, with a
minimum DC of 25. Failure by 5 or more results in a
bestow curse spell being inflicted upon you (no save, no
spell resistance; details determined by the GM, often
related, in an ironic way, to the item or some feature of
the 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 a
Strength check. You must have a sledgehammer, axe,
portable battering ram or other large, destructive
instrument to take full advantage of this skill use.
Otherwise, you may only make a standard Strength
check. You may only make use of sapper against objects
that allow a Strength check to break them. If it fails by 4
or less, you have failed but can try again. If you fail by 5
or more you cannot try again as you cannot figure it out,
and the tool suffers an amount of damage equal to the
amount you missed the DC by (does not ignore
hardness.

Blend In
automatically fail any checks or saves needed to avoid
the trap.

Disguise

Suppress Cursed Item: If you have the trapfinding


ability, you can disarm magic traps. In much the same
way, you can use this ability to suppress the penalties
and drawbacks of a cursed magic item without
suppressing its benefits (as if the item were in an
antimagic field), for 1 day, but only if the curse could be
negated by remove curse. The DC for this check is equal
to 15 + the caster level of the magic item, with a
minimum DC of 25. Failure by 5 or more results in a
bestow curse spell being inflicted upon you (no save, no
spell resistance; details determined by the GM, often
related in some way to the curse already present in the
item).

Blend In: You can move into a large crowd of people and
slightly change your appearance to resemble those
around you. This allows you to make a check at a -5
circumstance penalty without spending 1d3 x 10
minutes creating a disguise. However, you may only use
Disguise in this manner if there is a group of people
nearby into which you can escape. For example, you
could blend into a small group of beggars by grabbing a
nearby filthy, soiled cloak, draping it over your
shoulders, and sitting down amongst them. Obviously,
this skill does not prevent anyone who witnessed your
attempt from pointing you out to any pursuers or
enemies.

Trap-Springing: Sometimes you may want to set off a


trap 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 than
carefully disarming the trap, but riskier. The character
makes a Disable Device check against a trap he has
detected or has bypassed at a DC that is 5 less than the
DC needed to disarm the trap. If the check succeeds, the
trap is triggered, but the character and his allies who are
aware of the trap gain a +5 insight bonus to any checks
or saves needed to avoid or reduce the effects of the trap.
If the check fails, the trap is triggered and you

Disguise Weapon: You hide a weapon on your person,


making it appear as some ornament or other harmless
keepsake. When you strike with it, you may surprise
your enemy and leave her vulnerable to your attack. You
may spend 10 minutes hiding a light, one-handed
weapon on your body. You may hide only one weapon at
a time in this manner. Later, you could use your Quick
Draw feat or ready an action to attack. When you do so,
make a Disguise check opposed by your foes Perception
check. Your opponent also gains her base attack bonus
as an insight bonus on this check. If your check
succeeds, your opponent is considered flat-footed in
regards to your next attack. Failure results in you
provoking an attack of opportunity from your opponent.
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requires a successful Fly check DC 25. If you fail the Fly


check by 5 or more, you plummet to the ground, taking
the appropriate falling damage. You cannot make use of
speed flight if you already gain the benefits of a magical
enhancement to your flying speed. If you attempt to do
this in a wind condition that would cause you to make a
Fly check you must add 15 to the DC of that check to
perform this skill use.

Handle Animal
Handle Vermin: Some races train and use vermin for
many of the tasks for which others use animals; thus,
they have devised ways to train and handle vermin.
Nevertheless, these creatures are nearly mindless and
are thus more difficult to control than are animals or
beasts. The check DCs and time required for all
associated Handle Animal checks are listed in the
following table.
Table: Handle Vermin
Task
Time
Handle a vermin
Varies
Push a vermin
Varies
Teach a vermin a
4 months
trick
Teach a vermin
6 months
for a general
purpose
Rear a wild
1 year
vermin

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

DC
20
30
25
30
25 + HD of vermin

Manipulate Beast: Your knowledge of animals, vermin,


and magical beasts allows you to alter their emotions in
combat. For example, you might bat at a wolfs head to
get its attention and compel it to attack you instead of
another 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 by
this skill use. You may make a Handle Animal check
against an animal or vermin as a move action. The DC of
this check is 10+ the creatures Hit Dice + its Wisdom
modifier. If your check succeeds, you may cause one of
the following behaviors:

Anger: The target creature focuses all its attacks on


you. It moves toward you if possible, but it does not
provoke attacks of opportunity to reach you. If it
cannot reach you, it fights as normal. This effect
lasts 1d6 rounds.

Calm: If the creature was not trained to fight, not


set to guard an area, or not otherwise taught by a
master, you can attempt to calm it. If the creature
and other members of its pack or other allies are
not subjected to an attack, spell, or other hostile act
for 1 full round, it stops fighting. It resumes
hostilities if anyone makes an aggressive move
toward it.

Rage: The creature thrashes in rage, biting and


snapping at its enemies. It suffers a 2 morale
penalty on its next attack roll.
Failure results in you provoking an attack of
opportunity from the creature and you cannot try again
against the same target for 24 hours.

Escape Artist
Crafty Escape Artist: In exchange for increasing the
check DC by 10, you can hide your efforts at escaping.
Anyone who inspects your bindings must attempt a
Perception check with a +10 circumstance bonus (DC
equal to the result of your last Escape Artist check). If
this Perception check fails, they do not notice the work
you have done to escape. For example, you could untie
the rope that binds you but leave it in place so a villain
does 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 with
greater alacrity. You can escape from rope bindings,
manacles, or other restraints (except a grappler) as a
full-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 move
action; or squeeze through tight space as a full-round
action for each 5 ft. of space through which you must
squeeze.

Fly
Speed Flight: If you are flying using wings rather than
magical flight, you can, by taking advantage of wind
direction, updrafts, and diving, increase your fly speed
by one-quarter of your base speed. This use of Fly
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Cody Martin (order #3156867)

Placate Beast: If you have a tasty morsel or other treat,


you can silence an angry beast or convince it to leave you
alone. Give the target a days worth of palatable food
appropriate to its diet and make a Handle Animal check
(DC 15 + its Hit Dice + its Wisdom modifier) as a move
action. If the check succeeds, the beast ignores you to
devour 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 of
opportunity from the creature and you cannot try again
against the same target for 24 hours. This skill works
only against creatures of the animal and vermin creature
types, plus magical beasts with an Intelligence of 3 or
less.
Study Beast: Animals, vermin and some magical beasts
rely on relatively simple tactics and maneuvers in
combat, allowing you to get a handle on their plans with
a close study of their actions and bearing. You make a
Handle Animal check against an animal, vermin, or
magical beast (with an Intelligence score of 7 or less) as
a move action. The DC of this check equals its Combat
Maneuver Defense. If the check succeeds, you gain a +1
insight bonus on attack rolls, combat maneuvers, and
Armor Class against the creature as you learn to
anticipate its actions in combat. Failure results in you
provoking an attack of opportunity from the creature
and you cannot try again against the same target for 24
hours.

Autopsy
Table: Autopsy
Nature of Information
Cause of Death
Examine Injury
Presence of Foreign
Substances
Nature of Foreign
Substances
Time of Death

Throw Rider: You gain a hold on anothers mount,


whether by spooking the beast, grabbing the reins, or by
twining your fists in its fur or mane, you can attempt to
force it to throw its rider. In order to do this, you must,
as a move action, succeed with Handle Animal check
opposed by the riders Ride check, the mounts Combat
Maneuver Defense, or the riders Combat Maneuver
Defense, whichever is highest. If your check succeeds,
the rider is thrown from his mount; a Ride check to stay
in the saddle is not allowed, since the initial opposed
Ride check was made to avoid falling. Failure results in
you provoking an attack of opportunity from both the
mount and the rider.

DC
10
10
15

Ranks
None
None
1 rank

25

5 ranks

20

0 or 5 ranks

Performing an autopsy requires approximately three


hours. At the end of this time, you can make two checks
(typically cause of death and examining the injury that
caused death). Each additional check takes an additional
thirty 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 general
information: She died as a result of decapitation
or She appears to have died of natural causes. To
obtain more specific details, you must make an
additional check to examine the injury or determine
the nature of foreign substances.

Examine Injury allows you to obtain information


about a specific wound. If you make the check, you
determine 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 details
about the weapon that caused the injury (a doubleedged dagger with a six-inch blade). If your check
beats the DC by 10 or more, you gain information
about 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 in
his system when he died. As with a cause of death
check, this information is not specific; it simply

Heal
Autopsy: By combining medical knowledge with
alchemical techniques, it is possible to gain a significant
amount of information from a corpse without the use of
magic. Heal forms the basis of forensic pathology, but
Craft (alchemy) allows you to test the characteristics of
blood and is required for certain advanced actions. The
table below indicates the type of information that can be
gained with a Heal check (the check is made in secret by
the GM, see retry), along with the DC of the check and
the ranks in Craft (alchemy) that you must possess (if
any). If you possess the alchemy class ability you are
assumed to automatically to possess the required ranks.
An alchemist and a healer can team up in order to
perform a task.

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determines that something unnatural was present


at the time of death.

Nature of Foreign Substances allows you to


determine the specific nature of any substance you
have identified. You must discover the presence of
foreign substances before you can attempt to
determine their nature.

Time of Death reveals when the victim was killed.


This is an imprecise science at best. If the user does
not possess the prerequisite levels of Craft
(alchemy), time of death can only be determined to
within 4d6 hours. With access to alchemy, the time
can be pinpointed to within 1d6 hours.
You cannot try again after a failed roll. If you miss the
check by 10 or more points you may come to a false
conclusion, otherwise you will just be unable to obtain
any useful information.
Special: Time is the enemy of the pathologist. Every
twelve hours that passes from the point of death adds 2
to the DC of any autopsy check. In a swampy or tropical
environment, this penalty is doubled; in an especially
dry environment it is halved. The spell gentle repose will
preserve a body in its current condition for the duration
of the spell.
Certain poisons and drugs may be harder to detect than
others. The GM should consider the poisons that exist
within the game world; those that are difficult to trace
could increase the DC of checks made to determine
cause of death, presence of foreign substances, and
nature of foreign substances by up to 5 points.
During the course of an autopsy, you may also make a
Perception check to notice any unusual details about the
corpse. There may not be any; but perhaps you will
notice a few threads of cloth caught under the victims
fingernails, or a small tattoo that will prove to be
relevant later. It is up to the GM to determine whether
there are any facts to be discovered, and if so, what the
DC of the check should be.

Blood-Kissed Threat
Malpractice: You must have at least 2 ranks in Bluff to
use Heal in this fashion. Rather than making a Heal
check to perform first aid or some other form of
treatment on a helpless or willing creature you
intentionally bungle the job in order to ensure that the
creature perishes or is severely injured. You make the
check as a standard action and deal hit point damage to
the creature at the beginning of your next turn equal to
your Heal check, if the creature is helpless this is
considered a coup-de-grace attack. If under the watchful
eye of others (including your patient), your Heal check is
opposed by anothers Sense Motive or Heal, a failure on
your part results in them detecting your malpractice and
they may attempt to intervene. If someone successfully
performs a first aid check before the beginning of your
next turn, the damage is negated.

Diagnose: When preparing to treat someone, you can


examine her wounds or condition and determine several
facts about the poison, disease, or condition affecting
her. If a detrimental condition or effect had a saving
throw you may attempt to diagnose it as a full-round
action. At the start of your next turn the GM makes a
secret Heal check for you with a DC equal to or
exceeding the DC of the spell or effect that caused the
detrimental condition. On a successful check, you
determine 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), and
its potential duration. Note that rare or exotic conditions
or effects may have a higher DC, at the GMs discretion.
If your skill check is 10 or higher than the DC, the GM
will suggest a potential cure for the condition. If your
skill check is 10 or lower than the DC, you misdiagnose
the patients problems. The GM provides you with
incorrect information regarding the nature of the
problem, the amount of potential harm/hindrance
caused by the effect, and its potential duration. A
successful diagnosis grants you a +2 competence bonus
to subsequent attempts to aid the victim. A misdiagnosis
causes a 10 competence penalty to such skill checks.

Intimidate
Blood-Kissed Threat: As you hew through your enemies,
you use threats, taunts, and a bloody display of your
martial prowess to strike terror into your remaining
opponents. If you kill an opponent outright by dropping
her from positive hit points to death, you may make an
Intimidate check against another foe as a free action.
The slain foe must have been able to fight when you cut
her down. A paralyzed or otherwise helpless opponent
does not qualify for this use of the Intimidate skill. The
DC of this check is 10 + the second foes Hit Dice + the
second foes Wisdom modifier. If your check succeeds,
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the foe becomes shaken. Failure results in you


provoking an attack of opportunity from your opponent
and you cannot try again against the same target for 24
hours. This is a mind-affecting effect.
Forced Discount: With a successful Intimidate check
(DC 10 + the targets HD + the targets Wisdom
modifier), you can force a merchant to offer a 10%
discount on all purchases (requires 1 minute of
conversation). The consequences for doing this are more
severe than for a normal use of Intimidate, as merchants
do not look kindly on coercion, unless they are the ones
doing 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 some
creatures repertoires, whether used to elicit information
or simply for pleasure. However, torture is an unreliable
means of gaining accurate information: The victim will
say anything to end the pain or frustrate his captors. You
can use Intimidate (torture) to force an opponent to act
helpfully toward you with a successful check. The GM
makes a secret skill check against a DC 20 + the target's
HD + the target's Wisdom modifier. The NPC then
provides Information based on your success or failure. A
failure by 5 or more results in the target providing false
information. You can make this check only once per day
against a particular target, and its effects last until the
next day. You cannot take 20 on this check. Creatures
immune to critical hits, pain, or fear effects cannot be
intimidated in this way.

Research Subject
grant a bonus on Knowledge checks in the fields that
they cover. If you fail this check, you cannot make
another attempt until you gain a level.

Knowledge (a
(architecture or engineering)
engineering)
Assess Damage: You can look over an item as a fullround action and accurately measure how much damage
the object has taken and how much more punishment it
can take. With a successful check (DC 15 + the objects
hardness), the GM tells you the objects hardness, how
many hit points of damage it has taken, and how many
more it can withstand before being ruined. This skill
does not work on constructs or undead.

Knowledge (any)

Structural Weakness: If you study an unattended object


for at least 3 rounds, you can attempt to discern its weak
point to your attacks. With a successful Knowledge
(architecture or engineering check) check (DC 15 + the
unattended objects hardness), weapons you wield deal
the maximum amount of dice damage possible against
that object. This skill does not work on constructs or
undead.

Research Assist: If you aid another with a Knowledge


check, you can attempt to provide a greater than normal
bonus to the other characters total skill check. This
challenge reflects the fact that a highly trained person
can render better help than an untrained or fumbling
assistant. In return for increasing the aid another skill
check Difficulty Class by 5 (to DC 15), 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, but remember that a
Knowledge check does not allow you to try again, if your
check to aid another fails, you provide no bonus.

Linguistics
Forge Coins: You can make fake coins using a small
amount of valuable metal and a lot of lead. Making coins
requires the use of the Craft (metalworking) skill.
Determine how many coins you wish to make and,
before you create them, determine the total value in
gold, silver, copper or platinum (as appropriate) you use
to produce them. The proportion of these materials in
relation to the total value of the coins determines a
modifier for your Linguistics check, as listed in the table
below. You must use valuable materials worth at least
10% of the coins value or the forgery is automatically
detected. 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 your
Forgery roll made at the time of the coins creation.

Research Subject: Normally you cannot try again on a


Knowledge check as it represents what you know, and
thinking about a topic a second time does not let you
know something that you never learned in the first
place. You can, however, research the subject and gain
one retry. You must have access to an extensive library
that covers a specific kind of knowledge about which you
have ranks in Knowledge in that particular field of
study. The time to make a Knowledge check using a
library, however, increases to 1d4 hours; if you wish to
take 20, the amount of time required to make the check
increases to 20 to 60 hours of research (determined by
the GM). Particularly complete libraries might even
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Table: Forge Coins


Valuable Materials as a Percentage
of Coins Total Value Modifier
10% 30%
31% - 50%
51% - 75%
76%+

When you make the attempt, the GM makes the roll in


secret (DC 25, but it increases for complex speech or an
inarticulate speaker). You must maintain a line of sight
to the lips being read. If your Perception check succeeds,
you can understand the general content of a minutes
worth of speech, but you usually still miss certain
details. If the check fails by 5 points or more, you draw
some incorrect conclusion about the speech.

Forgery
Check
0
+2
+4
+8

Intuit Language: When trying to communicate with


someone with whom you do not share a common
language, you can watch his body language, listen for
changes in his tone of voice, and use other subtle clues
to determine the gist of what he is trying to say. A
successful Linguistics check allows you to pick up the
gist of a conversation carried on in a foreign language.
You must be able to see and hear the creature you wish
to use this skill on. The level of comprehension is
determined by the result of the skill check:

Perform
Influence Crowd: Some performers are able to use their
skills to not only earn money and impress an audience,
but also to influence that audiences attitudes (in a
similar manner to using the Diplomacy skill to change
NPC attitudes). This use of the Perform skill can only
influence NPCs whose attitude toward you is indifferent
or friendly, and any attempts to influence hostile or
unfriendly NPCs in this manner automatically fail. To
influence the attitudes of a crowd, make a normal
Perform check and treat the result exactly as you would
the result of a Diplomacy check to influence the
attitudes of indifferent or friendly NPCs in the audience.

Table: Intuit Language


DC
Level of Comprehension
15
You can sense the general emotional tone of
the creature. Example: This goblin is nervous
about something.
20
You have a general sense of what the creature
is talking about. Example: This goblin is
nervous about the well water.
25
You pick up half the specific details about
what a creature wants. Example: This goblin
thinks the well water is poisoned.
30
You fully comprehend what a creature is
trying to communicate. Example: This goblin
is trying to tell us that the orcs poisoned the
well.

Ride
Bestride Opponent: If you are two size categories
smaller than your opponent is, you may attempt to
quickly mount your foes back and impair its actions.
You must make a Ride check as a swift action with a DC
equal to 10 + your opponents CMD to make the initial
quick mount without provoking an attack of opportunity
for this movement. If you succeed, you gain many of the
benefits of improved cover (+8 to AC, +4 to Reflex saves
and improved evasion) against the attacks of the
creature 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 concentration
check (DC 15 + spell level) or lose the spell. A failure on
your part by 5 or more results in you failing to bestride
the creature and your provoking an attack of
opportunity.
The bestridden creature may dislodge you by several
means:

Making a successful combat maneuver check


against your CMD or an Escape Artist check
opposed by your Ride Check as a moveequivalent action.

Hitting you with one of its attacks.


You must make subsequent Ride checks as a moveequivalent action each round (same DC) to remain
mounted on the target.

You may only use Intuit Language once per day per
language.

Perception
Perception
Ear for Detail: Not only can you detect noise, but you
are also an expert at identifying its source. You hear not
only the scrape of a boot against stony floor, but also
recognize the pace of the footsteps and the distinctive
sound of the footwear (or lack thereof), allowing you to
identify someone, or know you have never met them,
before they come into sight. If you have met before, you
recognize a creatures stride and know exactly who
approaches. If you have never met the creature before,
you know you have not met it but you do know why type
of creature it is and what type of footwear, if any, it is
using (or if it is using some other form of movement). In
order to do this you must actively attempt this as a move
action and beat the DC of the Perception check by 20 or
more (you attain an extraordinary success). Failure to
beat the DC of the Perception check by 10 or more
means misidentifying the source of the sounds.

Dismounting Charge: You must possess at least 2 ranks


in Ride before you can attempt this skill use. If you do
and your mount has moved at least 10 feet in the current
round, with a successful Ride check you can use a
standard action to dismount and attack an adjacent
opponent as if you had charged that opponent. The DC
of this check is equal to 10 + your opponents CMD.
Failure results in you automatically missing your

Read Lips: To understand what someone is saying by


reading lips, you must be within 30 feet of the speaker,
be able to see him speak, and understand the speakers
language. (This use of the skill is language-dependent.)
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opponent with the attack and falling prone where you


intended to dismount. You can only successfully
perform this skill use against a creature who has not
observed 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 underneath
or behind their mount, gripping its belly with their
knees and elbows. With a successful Ride check against
DC 25, you can instantly swing under or behind your
mount as it is moving, gaining cover as per the cover
Ride task and a +5 circumstance bonus to Stealth
checks, though your mount is automatically apparent.
Failure results in you falling prone from your mount in
an random square adjacent to or occupied by your
mount and suffering 1d6 points of damage, if you land in
a space occupied by your mount it tramples you (no
save).

Sense Motive
Eureka Assist: If you aid another with a Sense Motive
check, you can attempt to provide a greater than normal
bonus to the other characters total skill check. This
challenge reflects the fact that a highly trained or
insightful person can render better help than an
untrained or fumbling assistant. In return for increasing
the aid another skill check Difficulty Class by 5 (to DC
15), 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, but
remember that a Sense Motive check does not allow you
to try again; if your check to aid another fails, you
provide no bonus.

Eureka Assist
Read Foe: You pause to study your opponent, reading
her stance, watching how she sets her feet, and
interpreting her mood. Using this information, you learn
to predict and counter her moves. As a move action, you
may make a Sense Motive check with a DC equal to her
Combat Maneuver Defense. If your check succeeds, you
learn to read your opponents reactions. You gain a +1
insight bonus on attack rolls and combat maneuvers
against her and a +1 insight bonus to Armor Class
against her attacks until the end of the encounter.
Failure results in you provoking an attack of opportunity
from the target and you cannot try again against the
same target for 24 hours.

Eureka Moment: Normally you cannot try again on a


Sense Motive check. Sometimes, however, some external
inspiration holds the key to the problem you was trying
to solve, and sometimes that inspiration hits
unexpectedly from out of the blue. This skill use requires
an ally to successfully perform an aid another with the
Sense Motive skill (if the ally fails, that same ally cannot
attempt a retry). If the aid another is successful, you can
then take 20 (taking 20 times as long) on your Sense
Motive skill use with the bonus from the others aid
another skill use.

Read Profession: You can examine the subtle physical


and social traits exhibited by someone to determine his
trade and level of skill. After studying someone for three
rounds make a Sense Motive check at DC 25 to search
for subtle clues, such as calluses on a persons hand, his
peculiar stance that indicates he studied at a fencing
school, or the faint traces of spell components staining
his fingers. If your check succeeds, you determine what
classes someone has levels in and what Professions or
Crafts he practices. If you attempt to use this skill
against a disguised person, your Sense Motive check is
opposed by his Disguise check +15. On a successful
check, you notice that your subject seeks to conceal his
true identity otherwise you get the information the
disguised person wishes to provide. If you exceed the
check by 10 or more you make an educated guess at the
total character level (but not racial hit dice) and ranks of
Profession or Craft skills a target has, based on the chart
below.

Predict Action: You can sometimes read an opponents


body language and eyes to determine the nature of her
next action. As a move action, you can attempt a Sense
Motive check opposed either by your opponents Bluff
check or with a DC equal to her Combat Maneuver
Defense (opponents choice). If your check succeeds, you
learn what your foe plans to do on her next action. You
learn only general information, such as whether your foe
intends to cast a spell, use a ranged attack against a
specific target, or flee. You do not learn exactly which
spell she plans to use, but you do know her target. You
may then take your standard action as normal. Note that
the result of your action, and others actions, could cause
the target to change her mind. You only learn what she
is planning to do at the moment you act.
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Table: Read Profession


Information
Total Character Level or
Provided
Ranks in Profession or
Craft skill
Faint Talent
1-3
Moderate Talent
6-11
Strong Talent
12-19
Overwhelming Talent
20+

Sleight of Hand
Conceal Weapon: You keep a dagger or other small
weapon concealed in your clothing or even in your hand.
If you make a sudden attack with it, you can catch an
opponent by surprise. You may make a Sleight of Hand
check as a move action, opposed by your foes
Perception check, to prepare a weapon in such a way
that she fails to note that you are armed. Your foe
applies her base attack bonus as a modifier on her
Perception check. You may hide only one weapon at a
time in this manner. If you then attack with this weapon
as a readied action (or if you possess the Quick Draw
feat, as part of an attack action), your opponent is
considered flat-footed against your next attack. Failure
results in you provoking an attack of opportunity from
your opponent. If you hold onto the weapon for more
than 1 round, your opponent gains another Perception
check (modified by her base attack bonus) to notice it;
you oppose this check with another Sleight of Hand
check with a 2 penalty. The modifiers listed under
Sleight of Hand for different weapon sizes, billowing
clothes, and so forth apply to checks made to conceal a
weapon. Consult the Sleight of Hand skills description
for 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 facing
someone who may attempt to search you.

Conceal Weapon
Youre Bleeding: You must possess at least 9 ranks in
Sleight of Hand to perform this skill use. You know how
to deliver a nasty strike without your foe feeling
anything. If you use a light piercing weapon to hit a flatfooted opponent, you can choose to have the opponent
not become aware that it has been damaged until the
start of your next turn, when it also suffers 1 point of
bleed damage. Instead, that opponent reacts as if you
had attacked and either missed or dealt no damage
(your choice). This skill check is opposed by your
opponents Perception check and is part of the attack
action.
This skill use does not allow the opponent to ignore any
of the other effects of your attack, such as ability damage
from poison on your dagger or suffering the unconscious
condition when reduced to fewer than 0 hit points. You
can only successfully perform this skill use against a
creature who has not observed you performing it before.

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. The
opponent makes a Perception check to detect the
attempt, opposed by the Sleight of Hand check result
you achieved when you tried to deposit the item. An
opponent who succeeds on this check notices the
attempt, regardless of whether you planted the item.
You cannot use this skill to plant an item on a creature
during combat if the creature is aware of your presence.
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.

Spellcraft
Analyze Magic Trap: After you (or an ally within 30
feet) discover a magic trap using the Perception skill or
other means, you can attempt to determine the exact
nature of the trap using detect magic and the Spellcraft
skill. The DC of this check equals 20 + the spells caster
level. If you succeed, you know what spell the trap
triggers. If the trap triggers more than one spell, check
separately for each one. This knowledge grants you no
advantage for disarming the trap, but it does tell you
what to expect should the trap go off.

Surreptitious Frisking: As a move action, you casually


check the contents of your targets pockets, bags,
backpacks, and other equipment, determining if he
carries weapons or any other hidden items. Make a
Sleight of Hand check opposed by your victims
Perception check. If you fail, your target notices your
attempt. Otherwise, your investigation passes
unnoticed.
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Cody Martin (order #3156867)

this, make a successful DC 15 Climb or Acrobatics check,


followed by a Stealth check (with a+5 competence bonus
to determine the DC of any Perception checks to locate
you) and are considered to have concealment for the
purposes of Stealth.
You may remain hidden in this way for a number of
rounds equal to your Constitution modifier (minimum 1
round). Each round thereafter, you must make a
Constitution check (DC 10 +1 each successive round) or
give away your attempt at hiding. If you fail this
Constitution check by 10 or more, you fall from your
position.
Tail: You discreetly follow another person, using the city
crowds, jungle foliage, or other cover to conceal your
presence. You keep your quarry in sight, carefully
monitoring him while remaining far enough in the
background to evade his sight. Every ten minutes of
your pursuit, make a Stealth check opposed by your
targets Perception check. Note that if you follow several
people travelling as a group, every person you pursue
makes a Perception check. Victims consciously looking
for someone tailing them gain a +2 competence bonus to
their check. If you exceed the first check by 10 or more
you do not need to make an additional check for that
person for 1 hour.

Survival
Cover Tracks: You know not only how to find signs that
mark the passage of men and animals but also how to
make your own tracks more difficult to follow. If you
move at three-quarters your normal movement rate, you
can make a Survival check with a -5 circumstance
penalty to destroy signs of your passage (you may take
10 on this). Anyone attempting to track you must not
only beat the DC of the environmental conditions, but
their own check must equal or beat yours. If they fail to
do this, they cannot track you.
Cross-Country Skiing: To perform this skill use you
must have a set of skis or have two pieces of wood of the
appropriate size to create makeshift skis. If you do, you
can, with a successful Survival check at DC 15, use them
to ignore the hindering effects of snow, heavy snow, and
sleet on movement, by taking advantage of the slick
surface and downhill slopes, unless all of your
movement for a round (during tactical movement) or for
an hour (during overland movement) is uphill. During
tactical movement, you must make the check each
round; during overland movement, you make the check
once an hour or state that you are taking 10. If you fail
the check by 5 or more you fall prone at the start of your
movement.

Determine Aptitude
Determine Aptitude: Observing an opponent cast a spell
or use a spell-like ability in action, you can, as an
immediate action, with a successful Spellcraft check,
identify the opponents caster level and the highest spell
level 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 of
one feat, ability or class feature that she has that
modifies her spells or spell like abilities. If you fail any of
these checks, you cannot attempt to determine the
aptitude of the same target again until you gain a level.

Determine Distance: By concentrating for 1 minute, you


can determine the distance between two points within
your line of sight (DC 15). If the check fails, you cannot
determine the distance. If you succeed, the GM tells you
the distance in a reasonable unit of measure. If you fail
the check by 5 or more, the GM adds or subtracts (at his
option) 1d20 of the same units to or from your

Stealth
Hide Above Door: One of the most dangerous and
difficult tricks is to hide above a doorframe. Whenever
you are indoors, you may make a Stealth check to hide
above a doorframe so that anyone entering through that
door will have a difficult time seeing you. In order to do
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Cody Martin (order #3156867)

measurement. You cannot determine the distance


between two towns down to the nearest foot, but you
can judge how many miles separate them. You may also
use this skill to determine the size and dimensions of a
subterranean chamber that you cannot fully see, using
echoes, and telltale rock formations (DC 20). You may
only judge the distance between any two given points or
to a single destination once per day.
Special: You may use your Intelligence modifier rather
than your Wisdom modifier when determining distance.
Find Path: One excellent use of the Survival skill is to
allow 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 to
locate a path through the terrain as though it were a
road or trail for the purpose of determining your
overland speed. This benefit extends to one of your allies
or traveling companions for every two ranks you have in
Survival. Using Survival in this way may be attempted
once per day with no retries.
Focus: You can clear your mind and act normally even
after sustaining a jarring injury. If you are stunned, you
may make a Survival check at DC 30 to take a single
standard action the following round, if the stun effect is
the result of a spell or spell-like ability you must make a
DC equal to 25 + the spells caster level. If the stun is the
result of a creatures supernatural or extraordinary
attack that had a saving throw the DC is equal to the
save DC of the attack plus half the creatures 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 other
penalties for being stunned. Failure results in you being
rendered helpless until the beginning of your next turn.

Harvest Venom
time on a problem than if you had taken a slower,
steadier method. With a successful Survival check at DC
20 you cut in half the time needed to take 20 with a skill
(this can never be reduced below one full round). If your
Survival check fails, you rush yourself and botch your
attempt. You spend half the time needed for the skill
attempt and fail to solve the problem.
Harvest Venom: You may use the Survival skill to milk
venom from a slain, helpless, or pinned creature with
the poison special attack (this ability must be
extraordinary and not be supernatural, spell-like or a
class feature) into a proper container. The poison will
keep for one week. The DC of this check is equal to the
DC of the poison + 1/2 the creatures HD. If it fails by 4
or less, you have failed but can try again. Failure by 5 or
more results in ruining the poison sacks of all doses (you
cannot retry), one point of hit point damage due to selfinjury (no damage reduction), and suffering the effects
of the poison you were attempting to harvest. With a
single successful check, you can recover one dose of
venom from a Tiny creature, double this amount for
each size category of the creature above Tiny. If injured
or slain, a creatures venom sacks can be ruined in the
attack(s), especially those involving critical hits or
massive damage. A seriously injured (suffered half its hit
point total in damage, suffered a critical hit, or massive
damage) or slain creature has the number of potential
doses reduce by 1d2 doses, a creature injured by a
critical hit doubles this amount. In addition, you double
this amount for very size category above Small the
creature possesses.

Gather Natural Antidote: The wilderness is full of


poisonous animals and equally toxic plants. Fortunately,
nature has a way of taking care of its own and there are
many beneficial herbs which can limit the effects of
natural poisons, if one knows where to find them. When
in a wilderness area, if you make a successful Survival
check, you can gather the materials to make an herbal
poultice as a full-round action. The DC of the check is
equal to the DC of the poison. If applied to the victim of
a poison attack, the recipient gains a +2 alchemical
bonus to their saving throw. This check can only be
made when you know the type of poison you are
attempting to cure and that poultice will only work
against that particular poison. An herbal poultice lasts
for one day before losing its potency.
There are, of course, natural areas where there are no
animals or plants, and so this use of Survival cannot be
attempted. If the GM decides that it is nevertheless
possible (there are some creatures, for instance, that live
beneath the desert sands, but are very hard to find), the
DC will be higher.
Grace Under Pressure. By clearing your mind and
locking on to a problem, you can quickly solve or
overcome it. This comes at the risk of rushing yourself
and making a mistake that causes you to waste more

Intuit Depth: By concentrating for five minutes, you can


gauge your current depth beneath the earth's surface.
The GM makes this check in secret. If the check is
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Cody Martin (order #3156867)

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 depth
only once per day.
Provisional Redoubt: You can create a makeshift
structure that improves the benefits of a position that
offers cover so that if offers the benefits of total cover
against one attack (the attack causes it to fall apart and
return to only offering cover) with a successful Survival
check DC 30. It takes at least 1d3 x 10 minutes to
prepare a provisional redoubt. Using magic (such as a
minor and major creation) reduces this action to the
time required to cast the spell or trigger the effect.
Sweeping Entrance: With a long enough rope and the
right amount of panache, you can swing through the air
and launch yourself into combat, leaping to attack your
enemies. To attempt a sweeping entrance, make a
Survival check at DC 15 to determine if you correctly
judge your ropes length and launch yourself at a correct
angle. Use a move action to swing on the rope, moving
up to half the ropes length. If your skill check succeeds,
you attack as if charging. If your check fails, you fall
prone halfway through your swing and take the
appropriate amount of falling damage. This movement
does provoke an attack of opportunity but it is often
used in a surprise round or against opponents who are
flat-footed. The classic use of this skill is to launch
yourself into a building through a window, catching your
enemies by surprise.
Special: Your GM may determine that the particular
use of sweeping entrance that you are attempting also
requires a Climb or Acrobatics check.

Fast Activation

Swim
Cliff Dive: With a successful Swim check against a DC
equal to the conditions of the water below, +5 for every
10 feet of height, you can dive from a cliff or other high
object into water and take no damage. In addition, once
in the water, you can move up to your full normal
movement rate for one move action, without need of
another skill check, as the speed of your fall propels you
like a dolphin through the water. Only water that is of a
depth at least equal to double your height can be dived
into in this fashion. On an unsuccessful check, you take
full damage from the fall. The cliff dive counts as a move
action.

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 flail
through the snow. When fighting in any sort of terrain
that restricts you and your opponents movement, you
may make a Survival check with the DC equal to your
opponents 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 several
effects:

Hindering Terrain: You can confer a 1


circumstance penalty on attacks, Armor Class, and
Combat Maneuver Defense upon your opponent as
long as she is in the difficult terrain. You kick snow
at 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 opponents footing or hit her at just the
right angle to disrupt her balance, causing her to
fall prone in her current space.

Terrain Injury: You send a hail of stones, thorns, or


some other environmental debris at your opponent.
She suffers 1d6 points of damage.
Failure results in your provoking an attack of
opportunity from your opponent and you cannot try
again against the same target for 24 hours.

Pierce the Waves: With a successful skill check against a


DC equal to twice the normal Swim DC for the
appropriate water conditions, you can negate the armor
class bonus a creature wading or partially submerged
receives when attacked by a being on land, as well as
reduce the total cover bonus a completely submerged
creature receives to partial cover. This represents your
instinctive understanding of combat in the water. Since
you must study the water and strike at exactly the right
moment, using Swim in this fashion requires a fullround action, which includes this Swim check, and a
single attack action. Failure by 5 or more results in
doubling the targets cover bonuses.

Use Magic Device


Fast Activation: In order to attempt this skill use you
must possess at least 8 or more skill ranks than the
caster level of the magic item. If you do, and you make a
successful check, you can reduce the time needed to
activate a magic item; the DC for this use is 20 + the
items caster level (minimum DC 30). If the activation is
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Cody Martin (order #3156867)

against the construct; this action


does not provoke an attack of
opportunity from the construct you
are attempting to touch but does
from all other creatures. You must
make a successful Use Magic Device
check with a DC equal to 10+ the
caster level of the constructs
creator + his relevant ability
modifier (when this is unknown, the
DC is 15 + the constructs Hit Dice).
The construct then receives a Will
save to negate (DC 10 + 1/2 your
Use Magic Device ranks + your
Charisma modifier). If you fail the
check by 5 or more, you provoke an
attack of opportunity and suffer
damage due to magical feedback
from the construct. The amount of
damage is equal to 1d6 per 2 Hit
Dice the construct possesses
(minimum 1d6) A successful
Fortitude save (DC 10 +1/2 the constructs HD) halves
the damage. If the constructs master is currently within
range to directly control the construct, then a successful
opposed Charisma check is also required to use this
ability. You can only use one construct at a time. If you
attempt to use a second construct it negates the effects
of your previous attempt.

Berserk: If you have at least 6 ranks in Use Magic


Device, you can cause a construct to go berserk by
disrupting its normal commands or thought
patterns; if the construct is a clay golem you get a
+5 circumstance bonus to your check. The
uncontrolled construct goes on a rampage,
attacking the nearest living creature (including
you), or smashing some object smaller than itself if
no creature is within reach. It will then move on to
spread more destruction once the current target is
laid low. The constructs creator, if within 60 feet,
can try to regain control by speaking firmly and
persuasively to the construct, which requires a DC
19 Charisma check.

Immobilize: If you have at least 10 ranks in Use


Magic Device, you can increase the DC by 5 and
immobilize a construct for 1 round per Use Magic
Device rank you possess. Constructs are granted a
new Will save each round, just before your turn.
Immobilized constructs are considered helpless.

Instruct: If you have at least 14 ranks in Use Magic


Device, you can increase the DC by 10 and gain
control over a construct creature. Since you can
control only non-intelligent constructs, you can
communicate only basic commands, such as come
here, go there, fight, stand still, and so on.
Non-intelligent constructs will not obey suicidal or
obviously harmful orders. Any act by you or your
apparent allies that threatens the commanded
construct breaks the effect. Your commands are not
telepathic, so the construct must be able to hear
you.
If you fail, you cannot try again on the same target for
24 hours.

normally a full-round action, it


becomes a standard action (and a
standard action becomes a move
action, while a move action
becomes a swift action). For items
that require time expressed in
rounds, minutes, or larger units,
this skill use has no effect. If you
fail the check by 5 or more, then
you cannot activate that item again
for 24 hours.
Gain Passage: When faced with a
magical barrier requiring a specific
class, race, or alignment, you can
use your Use Magic Device skill to
emulate the required attribute. If
the abjuration covers the entire
area rather than just being a
barrier, you must make a skill
check every round to avoid
discovery. If you fail the check by 5
or more, you suffer magical feedback damage equal to
1d6 per level of the spell effect plus any additional
effects the abjuration may inflict. A successful Fortitude
save (The spells DC) halves the damage. Regardless of
success or failure you cannot try again.
Intentional Mishap: By making a successful Use Magic
Device check with a DC equal to 15 + the items caster
level, you cause that items next activation to cause a
mishap. This causes the items base spell to have a
reversed or other harmful effect. Possible mishaps are
given below. If you fail by 5 or more, you suffer a
mishap.
A surge of uncontrolled magical energy deals 1d6
points of damage per spell level to the items user.
Spell strikes the items user or an ally instead of the
intended target, or a random target nearby if the
items user was the intended recipient.
Spell takes effect at some random location within
spell range.
Spells effect on the target is contrary to the spells
normal effect.
The items user suffers some minor but bizarre
effect related to the spell in some way. Most such
effects should last only as long as the original spells
duration, or 2d10 minutes for instantaneous spells.
Some innocuous item or items appear in the spells
area.
Spell has delayed effect. Sometime within the next
1d12 hours, the spell activates. If the scroll user was
the intended recipient, the spell takes effect
normally. If the user was not the intended recipient,
the spell goes off in the general direction of the
original recipient or target, up to the spells
maximum range, if the target has moved away.
Use Constructs: You manipulate the commands that
allow spellcasters to direct the actions of unintelligent
constructs. This skill use is a full-round action that, as
part of that action, requires a successful touch attack
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OPEN GAME LICENSE Version 1.0a


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Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.
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2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to
or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open
Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
date, and the copyright holder's name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content
does not constitute a challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open Game Content shall retain
all rights, title and interest in and to that Product Identity.

Open Content is the designated as follows: All the skill uses


presented in this product, including examples of their use.
9. Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License
with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any
of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so
affected.
13 Termination: This License will terminate automatically if You fail
to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 20002005, Wizards of the
Coast, Inc. d20 System Reference Document Copyright
2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Noonan, Rich Redman, and Bruce R. Cordell, based on original
material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing,
LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.;
Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin
Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale,
Patrick Lawinger, and Bill Webb; Based on original content from
TSR.
The Quintessential Aristocrat copyright 2004, Mongoose Publishing Ltd.
Author Martin R. Thomas
The Quintessential Barbarian 2003, Mongoose Publishing Author Robert
J. Schwalb
The Quintessential Bard copyright 2003, Mongoose Publishing Ltd. Author
Shannon Kalvar
The Quintessential Dwarf copyright 2002, Mongoose Publishing; Author
Sam Witt
The Quintessential Drow copyright 2003, Mongoose Publishing Ltd.
Author Sam Witt
The Quintessential Halfling copyright 2003, Mongoose Publishing Ltd.
Author Gareth Hanrahan
The Quintessential Human copyright 2003, Mongoose Publishing Ltd.
Author Adrian Bott
The Quintessential Rogue Copyright 2002, Mongoose Publishing. Author
Mike Mearls
Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas
Games; Author Chris Aylott.
Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors
Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb.
Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games;
author Keith Baker.
The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011
Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano,
George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard,
John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R.
Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.
101 New Skill Uses Copyright 2011 Steven D. Russell; Author Steven D.
Russell

8. Identification: If you distribute Open Game Content You must


clearly indicate which portions of the work that you are distributing
are Open Game Content.
All proper names, Logos, Company Names, Images, Graphics,
are product identity all other content are open gaming content.

Cody Martin (order #3156867)

He awoke on a cold floor, the taste of cotton in the back of his mouth. His tongue felt heavy, thick; his arms refused to
push him up. He floundered for a few minutes there, trying to get his bearings, trying to gain stability, control. He took a
breath and was hit with something metallic mixed with the scent of sweat and fear. He opened his eyes, cautiously, and
pushed himself up.
The room was small, bare concrete walls and hard stone floor. That was the first thing he saw; the second was the body.
It lay in the center of the room, face-down, sprawled, a crimson pool congealed around it. The man was dressed in
formal attire, though the clothes were shabby and worn. His hair was dark, mussed, matted with blood.
He pushed himself back, away from the corpse, and looked around the room wildly, alert for danger. That was when he
saw the others. Four of them, two men and two women, all around the room. Three were unconscious, prone, as he had
been, unceremoniously left on the floor to wake. The Fourth, one of the women, was huddled in the corner, her eyes
shut tight, rocking gently and muttering to herself.
Who were these people? Was one of them the killer? Were they all potential victims? What was this place, and why was
he here?
He searched his memory for the answers, but found nothing. Nothing at all. That struck him as slightly odd at first, but
the more he searched the more terrified he became. He did not even know his name. The more he searched, though, the
more he became aware that nothing was there. He could remember nothing of his life, nothing of the events that had led
him here.

Something was very wrong.

The Demolished Ones


Kickstarter project by Brian Engard (Bulldogs!)
Find out More HERE

Cody Martin (order #3156867)

Cody Martin (order #3156867)

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