TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  Usssssssssssseeeeeeeeeeeessssssssssss            
  By 
  By 
  By 
  By Steven D. Russell
  Steven D. Russell
  Steven D. Russell
  Steven D. Russell    
  
   
  Rite Publishing Presents: 
   
  101 New Skill Uses 
   
  The Expert (Designer, Layout, Publisher): Steven D. Russell 
  The Adroit
  The Adroit
  The Adroit
  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. 
  
  1 
  101
  101
  101
  101    New Skill Uses
  New Skill Uses
  New Skill Uses
  New Skill Uses    
   
  Acrobatics
  Acrobatics
  Acrobatics
  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).  
   
  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. 
   
  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. 
   
  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  
   
   
  Leaping Charge 
   
  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. 
   
  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. 
   
  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  
  
  2 
   
   
  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. 
   
  Appraise
  Appraise
  Appraise
  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 
  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 
  Cost to Bribe(GP) 
  1st 
  5 
  2nd 
  45 
  3rd 
  135 
  4th 
  270 
  5th 
  450 
  6th 
  650 
  7th 
  950 
  8th 
  1,350 
  9th 
  1,800 
  10th 
  2,450 
  11th 
  3,300 
  12th 
  4,400 
  13th 
  5,500 
  14th 
  7,500 
  15th 
  10,000 
  16th 
  13,000 
  17th 
  17,000 
  18th 
  22,000 
  19th 
  29,000 
  20th 
  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. 
   
  
  3 
  Bluff
  Bluff
  Bluff
  Bluff    
  Blather: With meaningless fast-talk you can converse 
  your way out of a problem you talked yourself into 
  without lying or being deceitful. The use of 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 full-
  round 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. 
   
  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. 
   
  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. 
   
   
   
  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. 
   
  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 
  
  4 
  (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. 
   
  Climb
  Climb
  Climb
  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. 
   
  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. 
   
  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. 
   
  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). 
   
  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. 
   
  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
  Craft
  Craft
  Craft    (alc
  (alc
  (alc
  (alchemy)
  hemy)
  hemy)
  hemy)    
  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 
  
  5 
  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. 
   
  Craft (any)
  Craft (any)
  Craft (any)
  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. 
   
  Diplomacy
  Diplomacy
  Diplomacy
  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 
  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 
  DC 
  Your foes have the advantage 
  +10 
  The battle is even 
  +0 
  Your opponents are losing 
  -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). 
   
  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 
  
  6 
  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: 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  
   
   
  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). 
   
  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 
  
  7 
   
   
  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. 
   
   
  Disable Device
  Disable Device
  Disable Device
  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. 
   
  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 
  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 
  Fast 
  Disable 
  DC* 
  Example 
  Simple 
  1 move 
  action 
  20 
  Jam a lock 
  Tricky 
  1d2 
  rounds 
  25 
  Sabotage a wagon 
  wheel 
  Difficult 
  1d4 
  rounds 
  30 
  Disarm 
  a 
  trap, 
  reset a trap 
  Extreme 
  1d4 
  rounds 
  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. 
   
  Lock Quality 
  Fast Disable DC 
  Simple 
  30 
  Average 
  35 
  Good 
  40 
  Superior 
  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. 
   
  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 
  
  8 
  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.  
   
  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). 
   
  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  
   
   
   
  Blend In 
   
  automatically fail any checks or saves needed to avoid 
  the trap. 
   
  Disguise
  Disguise
  Disguise
  Disguise 
  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. 
   
  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.  
  
  9 
   
   
  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. 
   
  Escape Artist
  Escape Artist
  Escape Artist
  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
  Fly
  Fly
  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 
  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 Animal
  Handle Animal
  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 
  DC 
  Handle a vermin 
  Varies 
  20 
  “Push” a vermin 
  Varies 
  30 
  Teach a vermin a 
  trick 
  4 months 
  25 
  Teach a vermin 
  for a general 
  purpose 
  6 months 
  30 
  Rear a wild 
  vermin 
  1 year 
  25 + HD of vermin 
   
  Manipulate Beast: Your knowledge of animals, vermin, 
  and magical beasts allows you to alter their emotions 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. 
  
  10 
  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. 
   
  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. 
   
  Heal
  Heal
  Heal
  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. 
   
   
   
   
   
  Autopsy 
   
  Table: Autopsy 
  Nature of Information 
  DC 
  Ranks 
  Cause of Death 
  10 
  None 
  Examine Injury 
  10 
  None 
  Presence of Foreign 
  Substances 
  15 
  1 rank 
  Nature of Foreign 
  Substances 
  25 
  5 ranks 
  Time of Death 
  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 double-
  edged 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 
  
  11 
  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. 
   
  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. 
   
   
  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. 
   
   
  Intimidate
  Intimidate
  Intimidate
  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, 
  
  12 
  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. 
   
   
  Knowledge (any)
  Knowledge (any)
  Knowledge (any)
  Knowledge (any)    
  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. 
   
  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  
   
   
  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 (
  Knowledge (
  Knowledge (
  Knowledge (aaaarchitecture
  rchitecture
  rchitecture
  rchitecture    or engineering
  or engineering
  or engineering
  or engineering))))    
  Assess Damage: You can look over an item as a full-
  round 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. 
   
  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. 
   
   
  Linguistics
  Linguistics
  Linguistics
  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. 
  
  13 
  Table: Forge Coins 
  Valuable Materials as a Percentage 
  of Coins’ Total Value Modifier 
  Forgery 
  Check 
  10%– 30% 
  0 
  31% - 50% 
  +2 
  51% - 75% 
  +4 
  76%+ 
  +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: 
   
  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. 
   
  You may only use Intuit Language once per day per 
  language. 
   
   
  Percep
  Percep
  Percep
  Perception
  tion
  tion
  tion    
  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. 
   
  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.) 
  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. 
   
  Perform
  Perform
  Perform
  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. 
   
  Ride
  Ride
  Ride
  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 move-
  equivalent action. 
  •
  Hitting you with one of its attacks. 
  You must make subsequent Ride checks as a move-
  equivalent action each round (same DC) to remain 
  mounted on the target. 
   
  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 
  
  14 
  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
  Sense Motive
  Sense Motive
  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 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. 
   
  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. 
   
   
  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. 
   
  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. 
  
  15 
  Table: Read Profession 
  Information 
  Provided 
  Total Character Level or 
  Ranks in Profession or 
  Craft skill 
  Faint Talent 
  1-3 
  Moderate Talent 
  6-11 
  Strong Talent 
  12-19 
  Overwhelming Talent 
  20+ 
   
   
  Sleight of Hand
  Sleight of Hand
  Sleight of Hand
  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. 
   
  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. 
   
  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. 
   
   
   
  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 flat-
  footed 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. 
   
   
  Spellcraft
  Spellcraft
  Spellcraft
  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. 
   
   
   
  
  16 
   
   
  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. 
   
  Stealth
  Stealth
  Stealth
  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 
  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
  Survival
  Survival
  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 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 
  
  17 
  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. 
   
  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  
   
   
  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 self-
  injury (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. 
   
  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 
  
  18 
  successful (DC 20), you correctly deduce your depth. If 
  you fail the check by 5 or more the GM adds or subtracts 
  (at his option) 1d100 feet to or from the current depth. 
  Regardless of success or failure you may intuit 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. 
   
  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. 
   
   
  Fast Activation 
   
  Swim
  Swim
  Swim
  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. 
   
  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 full-
  round 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
  Use Magic Device
  Use Magic Device
  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 
  
  19 
  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 
  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. 
  
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  are used by a Contributor to identify itself or its products or the 
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  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 
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  Game Content distributed using this License. 
   
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  indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this 
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  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 
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  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, 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
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  Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
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  TSR. 
  The Quintessential Aristocrat copyright 2004, Mongoose Publishing Ltd. 
  Author Martin R. Thomas 
  The Quintessential Barbarian ©2003, Mongoose Publishing Author Robert 
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  The Quintessential Bard copyright 2003, Mongoose Publishing Ltd. Author 
  Shannon Kalvar 
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  Sam Witt 
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  Author Sam Witt 
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  Games; Author Chris Aylott. 
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  author Keith Baker. 
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  Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall. 
   
  101 New Skill Uses Copyright 2011 Steven D. Russell; Author Steven D. 
  Russell 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/101 Series/101 New Skill Uses.pdf