101 New Skill Uses (PFRPG)

April 22, 2017 | Author: Jesse Wallis | Category: N/A
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Rite Publishing Presents

101 New Skill Uses

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

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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.

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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. GM’s 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 opponent’s 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 opponent’s 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 opponent’s 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 horse’s back, or in a specific location (empty square), ready to fight. If you want to land in a specific location, the skill’s 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 target’s 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 1

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to bribe by 1d4 levels less than creature’s 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 briber’s 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 opponent’s 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 opponent’s 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 target’s Hit Dice + the target’s 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 creature’s actual character level. A failure by 5 or more results in you incorrectly determining the amount to bribe by 1d2 levels less than the creature’s 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 2

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Bluff Blather: With meaningless fast-talk you can converse your way out of a problem you talked yourself into without lying or being deceitful. The use of blather happens after you have just failed a Diplomacy check. If you have failed that Diplomacy check by 5 or more, the character’s attitude toward you is decreased by one step. Normally, you cannot use Diplomacy to influence a given creature’s attitude more than once in a 24-hour period. If a request is refused, normally the result does not change with additional checks, although other requests might be made. However, if your Diplomacy check to influence an NPC’s attitude or a request failed, you can spend another 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 opponent’s original opposed Diplomacy roll). A success on this Bluff check results in the NPC forgetting or ignoring your social failure or poor request, and then you are permitted to try again with your Diplomacy skill just as though the required 24 hours had passed. If, after your failed Diplomacy check, you also fail on your blather use of Bluff, and you fail by 5 or more, you deeply insult your target. If it was an attempt to influence a given creature’s attitude, you make the character’s attitude worsen by yet another step (so, two steps total since you failed by 5 or more on the initial 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 creature’s 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 spell’s 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 spell’s 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 everyone’s attention for 1 round. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s 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 opponent’s 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 observer’s 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.

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(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 GM’s 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 + opponent’s 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 foe’s 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 smith’s 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.

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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 object’s 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 opponent’s 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 opponent’s Sense Motive check (or 20 + your opponent’s Hit Dice + your opponent’s 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 situation—as 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 discussion’s 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 5

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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 negotiator’s 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 target’s Hit Dice + the target’s 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 target’s 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 6

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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 mechanism’s 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 item’s 7

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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 foe’s 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. 8

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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 check—unlike with weapons hidden using the Sleight of Hand skill (see below)—because you have physically modified the weapon in order to disguise it.

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 wolf’s 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 creature’s 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 9

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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 day’s 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 another’s 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 rider’s Ride check, the mount’s Combat Maneuver Defense, or the rider’s Combat Maneuver Defense, whichever is highest. If your check succeeds, the rider is thrown from his mount; a Ride check to 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 victim’s 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 another’s 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 GM’s discretion. If your skill check is 10 or higher than the DC, the GM will suggest a potential cure for the condition. If your skill check is 10 or lower than the DC, you misdiagnose the patient’s 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 foe’s Hit Dice + the second foe’s Wisdom modifier. If your check succeeds, 11

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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 target’s HD + the target’s 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 object’s hardness), the GM tells you the object’s 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 object’s 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 character’s 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 12

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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 minute’s 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 audience’s 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 foe’s back and impair its actions. You must make a Ride check as a swift action with a DC equal to 10 + your opponent’s 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 creature’s 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 opponent’s 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 speaker’s language. (This use of the skill is language-dependent.) 13

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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 character’s total skill check. This challenge reflects the fact that a highly trained or insightful person can render better help than an untrained or fumbling assistant. In return for increasing the aid another skill check Difficulty Class by 5 (to DC 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 opponent’s 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 other’s 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 person’s 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 opponent’s 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 opponent’s Bluff check or with a DC equal to her Combat Maneuver Defense (opponent’s 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. 14

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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 foe’s Perception check, to prepare a weapon in such a way that she fails to note that you are armed. Your foe applies her base attack bonus as a modifier on her Perception check. You may hide only one weapon at a time in this manner. If you then attack with this weapon as a readied action (or if you possess the Quick Draw feat, as part of an attack action), your opponent is considered flat-footed against your next attack. Failure results in you provoking an attack of opportunity from your opponent. If you hold onto the weapon for more 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 skill’s 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 You’re 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 opponent’s 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 spell’s 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 target’s 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 victim’s Perception check. If you fail, your target notices your attempt. Otherwise, your investigation passes unnoticed. 15

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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 target’s 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 opponent’s 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 16

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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 spell’s caster level. If the stun is the result of a creature’s supernatural or extraordinary attack that had a saving throw the DC is equal to the save DC of the attack plus half the creature’s hit dice. You can attempt this check only once per encounter. Normally, stunned creatures cannot take any actions. Even if your check succeeds, you still suffer all 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 creature’s 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 creature’s 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 17

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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 rope’s length and launch yourself at a correct angle. Use a move action to swing on the rope, moving up to half the rope’s 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 opponent’s movement, you may make a Survival check with the DC equal to your opponent’s Combat Maneuver Defense as a move action. This single opponent must be in your threatened area. If your check succeeds, you can opt for one of 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 opponent’s 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 item’s caster level (minimum DC 30). If the activation is 18

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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 construct’s creator + his relevant ability modifier (when this is unknown, the DC is 15 + the construct’s 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 construct’s HD) halves the damage. If the construct’s 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 construct’s 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 spell’s 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 item’s caster level, you cause that item’s next activation to cause a mishap. This causes the item’s 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 item’s user. • Spell strikes the item’s user or an ally instead of the intended target, or a random target nearby if the item’s user was the intended recipient. • Spell takes effect at some random location within spell range. • Spell’s effect on the target is contrary to the spell’s normal effect. • The item’s 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 spell’s duration, or 2d10 minutes for instantaneous spells. • Some innocuous item or items appear in the spell’s 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 spell’s 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 19

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 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 2000–2005, 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.

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He awoke on a cold floor, the taste of cotton in the back of his mouth. His tongue felt heavy, thick; his arms refused to push him up. He floundered for a few minutes there, trying to get his bearings, trying to gain stability, control. He took a breath and was hit with something metallic mixed with the scent of sweat and fear. He opened his eyes, cautiously, and 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

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