Rite Publishing Presents 111111000000111111 NNNNNNeeeeeewwwwww SSSSSSkkkkkkiiiiiillllllllllll UUUUUUsssssseeeeeessssss

By Steven D. Russell

Rite Publishing Presents:

101 New Skill Uses

The Expert (Designer, Layout, Publisher): Steven D. Russell The AdroitThe Adroit (Additional Design): Bill Collins (blather, determine aptitude) and Michael Welham (jury-rig) The Adept (Editor): David “Dave” Paul The Whiz (Cover Artist): James “Devin Night” Hazelett The Crackerjacks (Artists): Bradley K. Mcdevitt, Claudio Pozas, James “Devin Night” Hazelett, Jeremy Mohler, Joe Calkins, Vesalius, and William Andrews

Dedication: To Sylvia Russell —You taught me so much, and I miss you dearly.

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

Additional Thanks to Mike Mearls and Mark Gedak (of the Grand OGL Wiki) for the vast amount of OGL loot in this product.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from 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 . 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. 101101101 New Skill Uses

AcrobaticsAcrobaticsAcrobaticsAcrobatics 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. Leaping Charge With a successful Acrobatics check (DC 25), you stand up from a prone position as a swift action. If you fail the through the charge, automatically miss your attack, and check by 5 or more you suffer 1d6 points of nonlethal end your turn. You suffer the standard –2 penalty to damage and provoke an attack of opportunity. Armor Class for charging as normal and end your movement as normal for a charge. Le Parkour: You move through your environment like an obstacle course: vaulting obstructions, leaping gaps, Perfect Balance: In return for increasing the Acrobatics running up walls, throwing yourself hard at a wall then DC by 10, you can move with such grace and agility that springing off quickly enough to go ever higher, and you are no longer considered flat-footed and you otherwise taking wild shortcuts. To use your skill in this maintain your Dexterity bonus to AC while balancing on way, you must first use a move action to move at least a narrow surface. half your speed. Then, as a standard action, you can move past obstacles and up to 20 ft. of additional Perilous Balance: If your GM judges it feasible, you can movement as long as there is an opening within at least shake or disturb the object that you must balance upon. 15 ft. of you when you make the check. Doing this Increase the Acrobatics DC by 10; you and all other requires an Acrobatics check (DC 25). You can use the creatures balancing on the object must make new remainder of your movement (if any) to move as normal Acrobatics check. For example, you could bounce and (across the ground, for instance). If your check fails you sway on a tightrope to knock others off of it. are stopped at the obstacle and fall prone suffering 1d6 points of nonlethal damage. Pole Vault: When carrying any long pole or staff, you You cannot use Acrobatics to perform Le Parkour if your can use it to augment the height of a jump. Make a speed is reduced due to carrying a medium or heavy running high jump as normal, but make a second load. You do not provoke an attack of opportunity if Acrobatics check at DC 15 to add the length of the pole your check exceeds your opponent’s Combat Maneuver to the total distance you jump. You may jump above the Defense, and you can move through his space while maximum distance normally allowed by your height performing Le Parkour if the check exceeds his CMD by after applying this modifier. If you fail the Acrobatics 5 or more. check to use the pole, resolve your initial jump check, but halve the height it would normally allow you to Leaping Charge: As you rush at an opponent, you clear. spring into the air, adding additional momentum to your attack at the cost of accuracy. When you charge an Precise Landing: You try to land in a precise spot, such opponent, you can choose to attempt an Acrobatics as on top of an opponent, upon a horse’s back, or in a check to gain additional momentum toward your foe. specific location (empty square), ready to fight. If you You lose the standard bonus on attacks after a charge, want to land in a specific location, the skill’s DC but you inflict extra damage. Make an Acrobatics check modifier is +5. If you want to end your jump by landing (DC equal to your opponent’s Combat Maneuver on a target creature, the DC is the Acrobatics DC +5 or Defense) as part of your charge. If you succeed, you your target’s Combat Maneuver Defense +5, whichever inflict +4 damage on your attack. If your check result is is higher. If you want to inflict damage or knock a foe 10 or higher than your opponent’s CMD, you gain a +8 prone with this skill use, you need to perform a combat bonus to damage. Multiply this damage on a successful maneuver check against your opponent (which provokes critical hit. If you fail this check, you fall prone halfway an attack of opportunity). If you fail your Acrobatics check you land prone in random square adjacent to your 1 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 Determine Bribe 5th 450 6th 650 target and if your target was a creature you provoke an 7th 950 attack of opportunity from that creature. 8th 1,350 9th 1,800 Tumbling Strike: You somersault and twist to avoid 10th 2,450 your opponent’s attacks and make a single, decisive 11th 3,300 strike. Your maneuver catches your foe off guard, 12th 4,400 allowing you to strike her from an unexpected direction. 13th 5,500 As a full-round action, you may make a Tumble check 14th 7,500 with a DC equal to your opponent’s Combat Maneuver 15th 10,000 Defense. If your check succeeds, you may move up to 16th 13,000 double your speed and make a single attack at your best 17th 17,000 attack bonus. Your opponent loses her Dexterity bonus 18th 22,000 to Armor Class against this attack. If your check fails, 19th 29,000 you fall prone halfway through your movement, 20th 38,000 automatically miss with your attack, and provoke an attack of opportunity from your opponent. 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 AppraiseAppraiseAppraise threatened area in order for you to examine an object Determine Bribe: You may find it desirable or necessary closely enough. If you succeed, you gain a +2 insight to use bribery to help ‘sweeten the deal’ when you need bonus on a sunder attempt against a weapon or a +2 to get something done. A successful bribe can be used to insight bonus to damage against an object. create a +10 circumstance bonus on a Diplomacy check. You can also use Appraise against armor. As a full-round The cost to bribe someone is normally based on the action, make an Appraise check (DC 25) against a foe character level of the NPC to be bribed and on the who stands in your threatened area. If you succeed, you average wealth of a creature of that level (see the chart gain a +1 insight bonus on attack rolls against this foe below, subject to GM adjudication). A secret check is for the rest of the encounter. For this check to be made by the GM with a DC equal to 10 + the target’s Hit effective, your target must have an armor or natural Dice + the target’s Wisdom modifier. A success by 10 or armor bonus to Armor Class from some type of more results in you determining the minimum amount observable physical armor. Your GM may judge that the target would accept as a bribe 1d4 levels less than certain protective measures, such as bracers of armor, the creature’s actual character level. A failure by 5 or provide an armor bonus but are not subject to this use of more results in you incorrectly determining the amount Appraise. As a rule of thumb, this Appraise check works to bribe by 1d2 levels less than the creature’s actual only against suits of armor and natural armor, not magic character level and the recipient of that bribe will react devices that offer similar protection in a different form. as if his alignment were Neutral Good. A failure by 10 or more results in you incorrectly determining the amount

2 BluffBluffBluff 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 Impressive Distraction Diplomacy check), and if it was a request, you cannot make any other requests of the target for 24 hours. Once Hide Components: When casting a spell, you can you attempt this skill use (successfully or not), you attempt to hide its somatic components and thus make cannot use it against the same target again for 24 hours. it harder for others to recognize that you are casting a spell. Make a Bluff check opposed by any observing Bury Enchantment: You must have a number of ranks creature’s Perception check (spellcasters add their caster in Spellcraft equal to double the spell’s level +2 before level to their check). Each observer who fails to beat you can attempt to bury enchantment. If you do, a your Bluff check fails to determine that you are casting a person using Sense Motive to sense enchantment must spell. If creatures can see the spell’s effect project succeed at both the DC 25 (or DC 15) and the opposed outward from you, they know you cast a spell. You must roll of your Bluff check. You must perform this Bluff perform this Bluff check at the time you cast the spell. check at the time you cast the spell. This skill use This skill use increases the time involved in casting: the increases the time involved in casting: the casting of a casting of a swift action become a move action; a swift action become a move action; a standard action standard action spell becomes a full-round action, and if spell becomes a full-round action, and if it is already a it is already a full-round action or more, it adds 1 round full-round action or more, it adds 1 round to the casting to the casting time. time. Impressive Distraction: With a successful Bluff check, Feign Death: You ready an action to make a Bluff check you create a large obvious distraction that draws the next time you take damage. Make a Bluff check everyone’s attention for 1 round. The DC of this check is opposed by any interested observer’s Sense Motive equal to 10 + your opponent’s base attack bonus + your check. As a rule of thumb, only opponents directly opponent’s Wisdom modifier. If your opponent is engaged against you should make this check. You trained in Sense Motive, the DC is instead equal to 10 + automatically fall prone and drop any items you hold. your opponent’s Sense Motive bonus, if higher. Allies Your GM keeps the result of the Sense Motive check are able to use Stealth or to flee until they are out of secret, and you are considered flat-footed until your next sight during this time. There may be opponents who action. You are not considered helpless, as you can try to were aware of you or your allies before you make this defend yourself against a coup de grace or similar attack attempt, if any of your allies attempt to attack those at the last moment. opponents during this round, that attempt negates the If you attack an opponent who thinks you are dead, she beneficial effect of this skill use. is considered to be flat-footed against you until the end If you draw attention just to yourself, you can perform of your action. Once your action ends, your foes this action as a full-round action. If you take at least 1d3 obviously know that you are alive. x 10 minutes to prepare a distraction, you can have it draw your opponent’s attention elsewhere. Using magic

3 (such as a delayed blast fireball spell) reduces this Scaling Attack: Against a larger opponent, you grab action to the time required to cast the spell or trigger the hold of its belt, armor, scales, horned plates, or other effect and with the GM’s permission may grant you (up footholds to scramble up its body and attack. Against a to) a +10 competence bonus to the check. 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 ClimbClimbClimb climb your opponent as per the Climb skill. You must Brachiation: The deep forests and jungles of the world use one hand to hold on as you take other actions, you are choked with hanging vines and flexible branches. cannot use a shield, and you lose your Dexterity bonus Some characters can use these objects as impromptu to Armor Class. The opponent you climbed loses his ropes and swing lines, giving them the ability to move Dexterity bonus to Armor Class against your attacks. with incredible speed, far removed from the dangers of You occupy the same space as your foe. You provoke an the forest floor. attack of opportunity for entering a foe’s space. In In order to use Climb in this manner, there must be addition, you suffer a –2 penalty to your Climb check if sufficient flexible branches and vines for you to grasp you have only one free hand. and they must be long enough to allow you to swing Your opponent can attempt to knock you off with each between trees. For this reason, brachiation can only be attack action it possesses causing you to make an used in forest, jungle and some swamp terrain additional Climb check (same DC). If he succeeds, you (specifically, swampy forests). The DC of moving along fall and take damage both as if he hit you with the attack using skill use is 20. Failure by 4 or less means you do and from falling, after landing you provoke an attack of not move but can try again (having missed your next opportunity. You land prone in a randomly determined, hand hold); Failure by 5 or more results in you falling. If unoccupied square adjacent to your foe. If all of the the GM rules that there are sufficient vines and flexible adjacent squares are filled, you land in the nearest branches to use this skill, then you can use your ranks in empty square (determine randomly if necessary). the Climb skill, rather than the Acrobatics skill, to perform a jump. When using branches or vines to jump Slide: Some characters master the art of sliding down in this fashion, you are always considered to be making tree trunks, poles, columns, and other slopped surfaces a running jump. by using only their feet and fingertips to maintain loose contact with the surface. With a successful Climb check Fighting Climb: In return for increasing the Climb DC (DC for surface +5), you can slide along a downward by 10, you can move with such speed and vigor that you sloping surface at up to your run movement rate. Failure are no longer considered flat-footed and you maintain by 4 or less means you do not move but can try again your Dexterity bonus to AC while climbing. (your grip being too tight); Failure by 5 or more results in you falling. Rapid Ascent: With the aid of the terrain or the environment, you make your way up a surface with Slow Descent: If you fall or are knocked from a structure incredible speed. You can move upward a distance in you can, with a successful Climb check, grab hold of that feet equal to your Climb check result, though you must structure (such as the branches of a tree) on your way move in increments of 5 feet, as normal (round down to down, slowing your descent and reducing the damage the nearest number divisible by 5 to determine how far you take. With a successful Climb check (DC 20), you you can move). Note that this skill use assumes you have reduce the damage you take from a fall by 10 feet. A some method of aiding your ascent, such as handholds failed check results in you taking an additional 1d6 or a rope. Otherwise, you probably need to use points of damage from the fall (as you misjudge and hit Acrobatics to move upward. If you fail your Climb check what you were trying to grab. 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 CraftCraftCraft (alc(alc(alchemy)(alchemy)hemy)hemy) suffer the additional 1d6 points of falling damage. Refining Substance: Alchemists are prized in many communities for their ability to treat the substances Rapid Descent: Using a rope or handholds, you used in forging such as weapons, armor, and other tools. scramble down a surface. You can move downward a The smith’s skill is most important in crafting these distance in feet equal to twice your Climb check result, items, of course, but a skilful alchemist can provide the though you must move in increments of 5 feet, as craftsmen with the finest raw materials from which to normal (round down to the nearest number divisible by create their items. In order to prepare substances for 5 to determine how far you can move). Note that this forging, the alchemist must have a furnace in which to stunt assumes you have some method of aiding your melt the metal or other substances and remove its descent, such as handholds or a rope. Otherwise, you impurities. Most smiths have no problem allowing an probably need to use Acrobatics to move downward (or alchemist to use their forge for this purpose, knowing fall). If you fail your Climb check you fall from your they will benefit from the improved quality of the starting position, land prone, and suffer an additional refined substance. It requires 8 hours to refine 50 1d6 points of falling damage. pounds of substance, plus an alchemy check (DC 25) and 1,500 gp for each weapon, armor, shield, tool, or

4 10x10 foot section. Refined substances may have any are considered flat-footed until the beginning of your one of the following properties: next turn. Make a Diplomacy check with a DC as • Increased Weapon Hardness: Any weapon, indicated on the table below. If you succeed, your metal shield, or medium (or heavier) armor opponents ready actions to attack when you or your fashioned from refined substances has a allies attack or take a threatening action. You may then hardness 2 higher than normal. A longsword parlay as normal with your foes. Your GM may consider forged from this type of refined substances, for your foes to remain active on their initiative counts. example, would have a hardness of 12 rather Combat does not end until both sides have stepped than 10. down from their alert standing. The base DC of the • Inner Strength: The hit points of a weapon, check is based on the opponent with the highest CR; 15 shield, or armor fashioned from the refined + that opponent’s hit dice + his wisdom modifier + a metal has 25% more hit points than normal. A situational modifier (see below). If the Challenge large steel shield fashioned from this type of Ratings of all your opponents are equal use the refined substance has 25 hit points rather than opponent with the highest Wisdom score. 20. • Easy to Work: The substance is so easy to work Situation DC with that all Craft checks made when using it Your foes have the advantage +10 receive a +1 circumstance bonus. Weapons and The battle is even +0 shields provide their normal protection but Your opponents are losing -10 weigh 10% more than normal. • Magically Treated: When an object is Your GM may rule that certain foes are immune to this fashioned using this refined substance, the skill use, such as fanatics who are inspired by religious object’s Break DC is increased by +20 above or political fervor, raging barbarians, and other hateful normal, its hardness is increased 100% above enemies. In addition, you must share a language with normal and its hit points are increased 100% your opponents or otherwise have some means of (or + 50 hp whichever is greater) above communicating with them. normal. A magically treated wall also gains a saving throw against spells that could affect it, Calm Emotions: Use Diplomacy to talk your way out of with the save bonus equaling 2 + 1/2 your a potential fight. When dealing with an NPC who is ranks in Craft (alchemy) + your Intelligence ready to make an attack, make a Diplomacy check modifier. opposed by your opponent’s Sense Motive check (or 20 If you fail your check you can try again but one quarter + your opponent’s Hit Dice + your opponent’s Wisdom of the material used in the attempt is ruined by modifier, whichever is higher), to bring him to his each failed attempt, including the first. 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 Craft (any)Craft (any) consider your words, though he remains hostile. Your Fast Completion: By adding 10 to the DC of your Craft GM has the final say in determining if your Diplomacy check, you reduce the time needed to complete the skill has any use in a situation—as a rule of thumb, this crafting. If the check is successful, you reduce the time skill works in any situation that arises in a neutral or needed to complete the project (expressed in days or safe setting with a hostile NPC who otherwise has no weeks) by 50 percent. particular reason to seek your death. You cannot use Diplomacy against creatures that do not share a Jury Rig: You can temporarily repair an object with the language with you or have a specific reason to attack broken condition as a full-round action. The DC of the (you attacking them or trespassing). check is 20, which negates the broken condition for one use plus one use per 5 points over 20 (or for 10 minutes Complicate: Sometimes you find it to your advantage to + 10 minutes per 5 points over 20 if the item is usually delay the resolution of a specific discussion for a while involved in continuous use, such as a saddle or wagon). (or even indefinitely). Every time you attempt to This skill can only be attempted once per object complicate the situation in order to delay resolution you regardless of success or failure. Failure by 5 or more make a single Diplomacy check. The other participants results in the object suffering 5 points of additional in the discussion make opposed Sense Motive checks; if damage (does not ignore hardness) plus 1 point for each you succeed, then you can prevent any of the point beyond 5 by which it fails. This skill use has no discussion’s participants from coming to agreement for effect on ruined or destroyed objects and does not repair a single day, without seeming to be interfering. Each hit point damage. participant that beats your Diplomacy check realizes what you are doing. The danger associated with this DiplomacyDiplomacyDiplomacy activity is directly related to the importance of the situation. Complicating the negotiations between two Call for Truce: Using your skills of persuasion, you call countries on the brink of exposes you to a high for a temporary halt to the fighting. Your enemies may degree of risk. Similar actions taken to delay the halt to listen, but they remain alert and ready for a trick. discussions of a sea captain and a merchant so that your As a move action, you call for an end to the fighting and

5 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 Seduction every item you wish to buy. When using this skill to hammer out a treaty, each success allows you to force 10 + the target’s Hit Dice + the target’s Wisdom your opponent to concede a point to you. However, your modifier. This skill use requires an evening of socializing GM has veto power over any points he deems too and usually somewhere private to retire to. If you extreme. For example, you could not negotiate a successfully seduce a target, further attempts to seduce surrender that allows you to keep all your items, gold that person into your bed gain a +5 circumstance bonus and magic and walk away unharmed. Failure by 4 or and only require a full-round action. If you fail the more results in no movement on the price or the treaty check, however, you are rebuffed and may not make and you cannot try again. Failure by 5 or more on a price another seduction attempt against the same target for at point results in you agreeing to pay +10% on the price of least 1 week or you may succeed and end up with a false an item +1% for every 2 ranks your opponent has in informant for gather information checks (this informant Diplomacy (as he has convinced you, you must have it). works as a normal seduction except he is providing you bad information). Seduction: Some enjoy sensual pleasures for the acts in After you have successfully seduced a target you may and of themselves, while some use them as a means to a make one gather information check the following week greater end. You suffer a -20 circumstance penalty when without spending an evening socializing and combing attempting to seduce a creature that is not attracted to for gossip. Your seduced target makes regular reports to your race, culture, gender, or proclivities (such as a you, in attempts to regain your favor, about any specific faithful spouse, one who only likes blonde-haired topic you designate. You may have more than one active women, or someone who has taken a vow of celibacy). seduced partner (1+ a number equal to your ranks in Before you can get to the point where a sated partner Diplomacy, divided by 5). can be used for gather information, or if you are just seeking sensual pleasures, you must first get through the Spread Rumors: Rather than seek out information, you target’s defenses and lure him or her into your bed. You can spread rumors of your own invention across town. must succeed at a Diplomacy check with a DC equal to Make a Diplomacy check as if you were gathering 6 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 Example Disable DC* Simple 1 move 20 Jam a lock action Tricky 1d2 25 Sabotage a wagon rounds wheel Copy Key Difficult 1d4 30 Disarm a trap, rounds reset a trap information. For 1d3 weeks after this check, anyone Extreme 1d4 35 Disarm a complex looking for information regarding the topic of your rounds trap, cleverly rumor might uncover your falsehoods in place of useful sabotage a information. If Diplomacy checks made by others are clockwork device less than your own, they uncover your rumor instead of * If you attempt to leave behind no trace of the information they want. If they exceed you check by your tampering, add 5 to the DC. 10 or more they recognize your rumors as false. Lock Quality Fast Disable DC Simple 30 Average 35 Disable Device Good 40 Copy Key: Anyone can pick a lock, but this requires time Superior 50 and only works once. Having a key is much faster and allows other people to open the lock, but to do this; you Manual Reset: You can reset a trap that has a manual need the key or a copy of the key. Normally this requires reset with a successful Disable Device check equal to the access to the original key; however, some truly skilled normal disarm DC; this takes the same amount of time individuals can map the internal dimensions of a lock that would be required to disarm the trap. If the check and precisely specify the design to a locksmith. A succeeds, you enable the device. If it fails by 4 or less, duplicate key can then be made without ever seeing the you have failed but can try again. If you fail by 5 or original key. If you succeed at the Disable Device check more, something goes wrong and just as you believe you (open locks DC of the lock +10), you can have a have reset it, you trigger it instead; you cannot try again locksmith make a Craft (locksmith) check at (DC 15) to as the trap must now be repaired. If you built the trap or create a duplicate key. witnessed the trap go off you gain a +10 insight bonus to the check. Enable Device: If a trap has been disarmed or an object sabotaged but not broken or ruined you may be able to Modify Device: With a few carefully considered changes get it working again. When enabling a disarmed trap or to a mechanism’s internal workings, you cause it to other device, the Disable Device check is made secretly, behave or operate differently. The DC of this attempt so that you do not necessarily know whether you have equals the DC necessary to disable the device +10. On succeeded. Your roll is opposed by the original Disable success, you may change one aspect of the item’s Device check that disarmed or sabotaged the object, if 7 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 Blend In 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, automatically fail any checks or saves needed to avoid and the tool suffers an amount of damage equal to the the trap. amount you missed the DC by (does not ignore hardness. DisguiseDisguiseDisguise Suppress Cursed Item: If you have the trapfinding Blend In: You can move into a large crowd of people and ability, you can disarm magic traps. In much the same slightly change your appearance to resemble those way, you can use this ability to suppress the penalties around you. This allows you to make a check at a -5 and drawbacks of a cursed magic item without circumstance penalty without spending 1d3 x 10 suppressing its benefits (as if the item were in an minutes creating a disguise. However, you may only use antimagic field), for 1 day, but only if the curse could be Disguise in this manner if there is a group of people negated by remove curse. The DC for this check is equal nearby into which you can escape. For example, you to 15 + the caster level of the magic item, with a could blend into a small group of beggars by grabbing a minimum DC of 25. Failure by 5 or more results in a nearby filthy, soiled cloak, draping it over your bestow curse spell being inflicted upon you (no save, no shoulders, and sitting down amongst them. Obviously, spell resistance; details determined by the GM, often this skill does not prevent anyone who witnessed your related in some way to the curse already present in the attempt from pointing you out to any pursuers or item). enemies.

Trap-Springing: Sometimes you may want to set off a Disguise Weapon: You hide a weapon on your person, trap that you have detected or have bypassed, such as making it appear as some ornament or other harmless when there is an enemy in the room. Trap-springing is keepsake. When you strike with it, you may surprise like poking at a trap with a stick while ready to jump your enemy and leave her vulnerable to your attack. You back when the trap triggers. It is much easier than may spend 10 minutes hiding a light, one-handed carefully disarming the trap, but riskier. The character weapon on your body. You may hide only one weapon at makes a Disable Device check against a trap he has a time in this manner. Later, you could use your Quick detected or has bypassed at a DC that is 5 less than the Draw feat or ready an action to attack. When you do so, DC needed to disarm the trap. If the check succeeds, the make a Disguise check opposed by your foe’s Perception trap is triggered, but the character and his allies who are check. Your opponent also gains her base attack bonus aware of the trap gain a +5 insight bonus to any checks as an insight bonus on this check. If your check or saves needed to avoid or reduce the effects of the trap. succeeds, your opponent is considered flat-footed in If the check fails, the trap is triggered and you regards to your next attack. Failure results in you provoking an attack of opportunity from your opponent. 8 requires a successful Fly check DC 25. If you fail the Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage. You cannot make use of speed flight if you already gain the benefits of a magical enhancement to your flying speed. If you attempt to do this in a wind condition that would cause you to make a Fly check you must add 15 to the DC of that check to perform this skill use.

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

Table: Handle Vermin Task Time DC Handle a vermin Varies 20 “Push” a vermin Varies 30 Manipulate Beast Teach a vermin a 4 months 25 trick Anyone who searches you must make a Perception check Teach a vermin 6 months 30 opposed by your Disguise check to find the weapon. for a general They gain no special bonus on this check—unlike with purpose weapons hidden using the Sleight of Hand skill (see Rear a wild 1 year 25 + HD of vermin below)—because you have physically modified the vermin weapon in order to disguise it. Manipulate Beast: Your knowledge of animals, vermin, and magical beasts allows you to alter their emotions in Escape Artist combat. For example, you might bat at a wolf’s head to Crafty Escape Artist: In exchange for increasing the get its attention and compel it to attack you instead of check DC by 10, you can hide your efforts at escaping. another target, or you could so enrage a basilisk that its Anyone who inspects your bindings must attempt a attacks become frenzied and clumsy. Only magical Perception check with a +10 circumstance bonus (DC beasts with an Intelligence of 7 or less are affected by equal to the result of your last Escape Artist check). If this skill use. You may make a Handle Animal check this Perception check fails, they do not notice the work against an animal or vermin as a move action. The DC of you have done to escape. For example, you could untie this check is 10+ the creature’s Hit Dice + its Wisdom the rope that binds you but leave it in place so a villain modifier. If your check succeeds, you may cause one of does not realize that you are free. Obviously if you free the following behaviors: yourself and escape, the villain notices you are gone. • Anger: The target creature focuses all its attacks on you. It moves toward you if possible, but it does not Quick Escape: By increasing the DC of your Escape provoke attacks of opportunity to reach you. If it Artist attempt by 10 you can shrug off your bonds with cannot reach you, it fights as normal. This effect greater alacrity. You can escape from rope bindings, lasts 1d6 rounds. manacles, or other restraints (except a grappler) as a • Calm: If the creature was not trained to fight, not full-round action; escape from a net or an animate rope, set to guard an area, or not otherwise taught by a command plants, control plants, or entangle spell as a master, you can attempt to calm it. If the creature standard action; escape from a grapple or pin as a move and other members of its pack or other allies are action; or squeeze through tight space as a full-round not subjected to an attack, spell, or other hostile act action for each 5 ft. of space through which you must for 1 full round, it stops fighting. It resumes squeeze. hostilities if anyone makes an aggressive move toward it. FlyFlyFly • Rage: The creature thrashes in rage, biting and Speed Flight: If you are flying using wings rather than snapping at its enemies. It suffers a –2 morale magical flight, you can, by taking advantage of wind penalty on its next attack roll. direction, updrafts, and diving, increase your fly speed Failure results in you provoking an attack of by one-quarter of your base speed. This use of Fly opportunity from the creature and you cannot try again against the same target for 24 hours. 9 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 Autopsy Maneuver Defense. If the check succeeds, you gain a +1 insight bonus on attack rolls, combat maneuvers, and Table: Autopsy Armor Class against the creature as you learn to Nature of Information DC Ranks anticipate its actions in combat. Failure results in you Cause of Death 10 None provoking an attack of opportunity from the creature Examine Injury 10 None and you cannot try again against the same target for 24 Presence of Foreign 15 1 rank hours. Substances

Nature of Foreign 25 5 ranks Throw Rider: You gain a hold on another’s mount, Substances whether by spooking the beast, grabbing the reins, or by Time of Death 20 0 or 5 ranks 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 Performing an autopsy requires approximately three opposed by the rider’s Ride check, the mount’s Combat hours. At the end of this time, you can make two checks Maneuver Defense, or the rider’s Combat Maneuver (typically cause of death and examining the injury that Defense, whichever is highest. If your check succeeds, caused death). Each additional check takes an additional the rider is thrown from his mount; a Ride check to stay thirty minutes to perform. • in the saddle is not allowed, since the initial opposed Cause of Death can be useful when you want to Ride check was made to avoid falling. Failure results in know if the crushing damage came after the victim you provoking an attack of opportunity from both the was poisoned. This only provides general mount and the rider. 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 HealHealHeal additional check to examine the injury or determine Autopsy: By combining medical knowledge with the nature of foreign substances. alchemical techniques, it is possible to gain a significant • Examine Injury allows you to obtain information amount of information from a corpse without the use of about a specific wound. If you make the check, you magic. Heal forms the basis of forensic pathology, but determine the basic cause of the injury (a narrow Craft (alchemy) allows you to test the characteristics of blade, a small blunt object, teeth). If your check blood and is required for certain advanced actions. The beats the DC by 5 or more, you gain specific details table below indicates the type of information that can be about the weapon that caused the injury (a double- gained with a Heal check (the check is made in secret by edged dagger with a six-inch blade). If your check the GM, see retry), along with the DC of the check and beats the DC by 10 or more, you gain information the ranks in Craft (alchemy) that you must possess (if about the manner in which the wound was inflicted any). If you possess the alchemy class ability you are (the attacker was left-handed, about six feet tall, assumed to automatically to possess the required ranks. and probably grabbed her from behind). An alchemist and a healer can team up in order to • Presence of Foreign Substances reveals whether the perform a task. 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

10 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. Blood-Kissed Threat During the course of an autopsy, you may also make a

Perception check to notice any unusual details about the Malpractice: You must have at least 2 ranks in Bluff to corpse. There may not be any; but perhaps you will use Heal in this fashion. Rather than making a Heal notice a few threads of cloth caught under the victim’s check to perform first aid or some other form of fingernails, or a small tattoo that will prove to be treatment on a helpless or willing creature you relevant later. It is up to the GM to determine whether intentionally bungle the job in order to ensure that the there are any facts to be discovered, and if so, what the creature perishes or is severely injured. You make the DC of the check should be. check as a standard action and deal hit point damage to

the creature at the beginning of your next turn equal to Diagnose: When preparing to treat someone, you can your Heal check, if the creature is helpless this is examine her wounds or condition and determine several considered a coup-de-grace attack. If under the watchful facts about the poison, disease, or condition affecting eye of others (including your patient), your Heal check is her. If a detrimental condition or effect had a saving opposed by another’s Sense Motive or Heal, a failure on throw you may attempt to diagnose it as a full-round your part results in them detecting your malpractice and action. At the start of your next turn the GM makes a they may attempt to intervene. If someone successfully secret Heal check for you with a DC equal to or performs a first aid check before the beginning of your exceeding the DC of the spell or effect that caused the next turn, the damage is negated. 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 IntimidateIntimidateIntimidate its potential duration. Note that rare or exotic conditions Blood-Kissed Threat: As you hew through your enemies, or effects may have a higher DC, at the GM’s discretion. you use threats, taunts, and a bloody display of your If your skill check is 10 or higher than the DC, the GM martial prowess to strike terror into your remaining will suggest a potential cure for the condition. If your opponents. If you kill an opponent outright by dropping skill check is 10 or lower than the DC, you misdiagnose her from positive hit points to death, you may make an the patient’s problems. The GM provides you with Intimidate check against another foe as a free action. incorrect information regarding the nature of the The slain foe must have been able to fight when you cut problem, the amount of potential harm/hindrance her down. A paralyzed or otherwise helpless opponent caused by the effect, and its potential duration. A does not qualify for this use of the Intimidate skill. The successful diagnosis grants you a +2 competence bonus DC of this check is 10 + the second foe’s Hit Dice + the to subsequent attempts to aid the victim. A misdiagnosis second foe’s Wisdom modifier. If your check succeeds, causes a –10 competence penalty to such skill checks. 11 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 Research Subject or simply for pleasure. However, torture is an unreliable means of gaining accurate information: The victim will grant a bonus on Knowledge checks in the fields that say anything to end the pain or frustrate his captors. You they cover. If you fail this check, you cannot make can use Intimidate (torture) to force an opponent to act another attempt until you gain a level. 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 Knowledge (Knowledge (a(aaarchitecturerchitecturerchitecturerchitecture or engineeringengineering)))) failure by 5 or more results in the target providing false Assess Damage: You can look over an item as a full- information. You can make this check only once per day round action and accurately measure how much damage against a particular target, and its effects last until the the object has taken and how much more punishment it next day. You cannot take 20 on this check. Creatures can take. With a successful check (DC 15 + the object’s immune to critical hits, pain, or fear effects cannot be hardness), the GM tells you the object’s hardness, how intimidated in this way. many hit points of damage it has taken, and how many more it can withstand before being ruined. This skill does not work on constructs or undead.

Knowledge (any) Structural Weakness: If you study an unattended object Research Assist: If you aid another with a Knowledge for at least 3 rounds, you can attempt to discern its weak check, you can attempt to provide a greater than normal point to your attacks. With a successful Knowledge bonus to the other character’s total skill check. This (architecture or engineering check) check (DC 15 + the challenge reflects the fact that a highly trained person unattended object’s hardness), weapons you wield deal can render better help than an untrained or fumbling the maximum amount of dice damage possible against assistant. In return for increasing the aid another skill that object. This skill does not work on constructs or check Difficulty Class by 5 (to DC 15), you boost the undead. 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 LinguisticsLinguisticsLinguistics check to aid another fails, you provide no bonus. Forge Coins: You can make fake coins using a small amount of valuable metal and a lot of lead. Making coins Research Subject: Normally you cannot try again on a requires the use of the Craft (metalworking) skill. Knowledge check as it represents what you know, and Determine how many coins you wish to make and, thinking about a topic a second time does not let you before you create them, determine the total value in know something that you never learned in the first gold, silver, copper or platinum (as appropriate) you use place. You can, however, research the subject and gain to produce them. The proportion of these materials in one retry. You must have access to an extensive library relation to the total value of the coins determines a that covers a specific kind of knowledge about which you modifier for your Linguistics check, as listed in the table have ranks in Knowledge in that particular field of below. You must use valuable materials worth at least study. The time to make a Knowledge check using a 10% of the coins’ value or the forgery is automatically library, however, increases to 1d4 hours; if you wish to detected. Make Craft checks as normal to determine take 20, the amount of time required to make the check your progress. Anyone inspecting the coins makes an increases to 20 to 60 hours of research (determined by Appraise check with a DC equal to the result of your the GM). Particularly complete libraries might even Forgery roll made at the time of the coins’ creation.

12 Table: Forge Coins When you make the attempt, the GM makes the roll in Valuable Materials as a Percentage Forgery secret (DC 25, but it increases for complex speech or an of Coins’ Total Value Modifier Check inarticulate speaker). You must maintain a line of sight 10%– 30% 0 to the lips being read. If your Perception check succeeds, 31% - 50% +2 you can understand the general content of a minute’s 51% - 75% +4 worth of speech, but you usually still miss certain 76%+ +8 details. If the check fails by 5 points or more, you draw some incorrect conclusion about the speech. Intuit Language: When trying to communicate with someone with whom you do not share a common PerformPerformPerform language, you can watch his body language, listen for Influence Crowd: Some performers are able to use their changes in his tone of voice, and use other subtle clues skills to not only earn money and impress an audience, to determine the gist of what he is trying to say. A but also to influence that audience’s attitudes (in a successful Linguistics check allows you to pick up the similar manner to using the Diplomacy skill to change gist of a conversation carried on in a foreign language. NPC attitudes). This use of the Perform skill can only You must be able to see and hear the creature you wish influence NPCs whose attitude toward you is indifferent to use this skill on. The level of comprehension is or friendly, and any attempts to influence hostile or determined by the result of the skill check: unfriendly NPCs in this manner automatically fail. To influence the attitudes of a crowd, make a normal Table: Intuit Language Perform check and treat the result exactly as you would DC Level of Comprehension the result of a Diplomacy check to influence the 15 You can sense the general emotional tone of attitudes of indifferent or friendly NPCs in the audience. the creature. Example: This goblin is nervous about something. 20 You have a general sense of what the creature RideRideRide is talking about. Example: This goblin is Bestride Opponent: If you are two size categories nervous about the well water. smaller than your opponent is, you may attempt to 25 You pick up half the specific details about quickly mount your foe’s back and impair its actions. what a creature wants. Example: This goblin You must make a Ride check as a swift action with a DC thinks the well water is poisoned. equal to 10 + your opponent’s CMD to make the initial 30 You fully comprehend what a creature is quick mount without provoking an attack of opportunity trying to communicate. Example: This goblin for this movement. If you succeed, you gain many of the is trying to tell us that the poisoned the benefits of improved cover (+8 to AC, +4 to Reflex saves well. and improved evasion) against the attacks of the creature you bestride, and standard cover (+4 to AC and You may only use Intuit Language once per day per +2 to Reflex saves) against all other creatures. A language. 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 PercepPercepPerceptionPerceptiontiontion your part by 5 or more results in you failing to bestride Ear for Detail: Not only can you detect noise, but you the creature and your provoking an attack of are also an expert at identifying its source. You hear not opportunity. only the scrape of a boot against stony floor, but also The bestridden creature may dislodge you by several recognize the pace of the footsteps and the distinctive means: sound of the footwear (or lack thereof), allowing you to • Making a successful combat maneuver check identify someone, or know you have never met them, against your CMD or an Escape Artist check before they come into sight. If you have met before, you opposed by your Ride Check as a move- recognize a creature’s stride and know exactly who equivalent action. approaches. If you have never met the creature before, • Hitting you with one of its attacks. you know you have not met it but you do know why type You must make subsequent Ride checks as a move- of creature it is and what type of footwear, if any, it is equivalent action each round (same DC) to remain using (or if it is using some other form of movement). In mounted on the target. order to do this you must actively attempt this as a move action and beat the DC of the Perception check by 20 or Dismounting Charge: You must possess at least 2 ranks more (you attain an extraordinary success). Failure to in Ride before you can attempt this skill use. If you do beat the DC of the Perception check by 10 or more and your mount has moved at least 10 feet in the current means misidentifying the source of the sounds. round, with a successful Ride check you can use a standard action to dismount and attack an adjacent Read Lips: To understand what someone is saying by opponent as if you had charged that opponent. The DC reading lips, you must be within 30 feet of the speaker, of this check is equal to 10 + your opponent’s CMD. be able to see him speak, and understand the speaker’s Failure results in you automatically missing your language. (This use of the skill is language-dependent.) 13 opponent with the attack and falling prone where you intended to dismount. You can only successfully perform this skill use against a creature who has not observed you performing it before.

Hide Under Mount: Some mounted riders know very well the advantage of catching an enemy by surprise. They often surprise opponents by swinging underneath or behind their mount, gripping its belly with their knees and elbows. With a successful Ride check against DC 25, you can instantly swing under or behind your mount as it is moving, gaining cover as per the cover Ride task and a +5 circumstance bonus to Stealth checks, though your mount is automatically apparent. Failure results in you falling prone from your mount in an random square adjacent to or occupied by your mount and suffering 1d6 points of damage, if you land in a space occupied by your mount it tramples you (no save).

Sense Motive Eureka Assist: If you aid another with a Sense Motive check, you can attempt to provide a greater than normal bonus to the other character’s total skill check. This challenge reflects the fact that a highly trained or insightful person can render better help than an untrained or fumbling assistant. In return for increasing the aid another skill check Difficulty Class by 5 (to DC Eureka Assist 15), you boost the bonus you provide the other character by +1 (for a total of +3). There is no limit to how high Read Foe: You pause to study your opponent, reading you can push the Difficulty Class and the bonus, but her stance, watching how she sets her feet, and remember that a Sense Motive check does not allow you interpreting her mood. Using this information, you learn to try again; if your check to aid another fails, you to predict and counter her moves. As a move action, you provide no bonus. may make a Sense Motive check with a DC equal to her

Combat Maneuver Defense. If your check succeeds, you Eureka Moment: Normally you cannot try again on a learn to read your opponent’s reactions. You gain a +1 Sense Motive check. Sometimes, however, some external insight bonus on attack rolls and combat maneuvers inspiration holds the key to the problem you was trying against her and a +1 insight bonus to Armor Class to solve, and sometimes that inspiration hits against her attacks until the end of the encounter. unexpectedly from out of the blue. This skill use requires Failure results in you provoking an attack of opportunity an ally to successfully perform an aid another with the from the target and you cannot try again against the Sense Motive skill (if the ally fails, that same ally cannot same target for 24 hours. attempt a retry). If the aid another is successful, you can then take 20 (taking 20 times as long) on your Sense Read Profession: You can examine the subtle physical Motive skill use with the bonus from the other’s aid and social traits exhibited by someone to determine his another skill use. trade and level of skill. After studying someone for three

rounds make a Sense Motive check at DC 25 to search Predict Action: You can sometimes read an opponent’s for subtle clues, such as calluses on a person’s hand, his body language and eyes to determine the nature of her peculiar stance that indicates he studied at a fencing next action. As a move action, you can attempt a Sense school, or the faint traces of spell components staining Motive check opposed either by your opponent’s Bluff his fingers. If your check succeeds, you determine what check or with a DC equal to her Combat Maneuver classes someone has levels in and what Professions or Defense (opponent’s choice). If your check succeeds, you Crafts he practices. If you attempt to use this skill learn what your foe plans to do on her next action. You against a disguised person, your Sense Motive check is learn only general information, such as whether your foe opposed by his Disguise check +15. On a successful intends to cast a spell, use a ranged attack against a check, you notice that your subject seeks to conceal his specific target, or flee. You do not learn exactly which true identity otherwise you get the information the spell she plans to use, but you do know her target. You disguised person wishes to provide. If you exceed the may then take your standard action as normal. Note that check by 10 or more you make an educated guess at the the result of your action, and others’ actions, could cause total character level (but not racial hit dice) and ranks of the target to change her mind. You only learn what she Profession or Craft skills a target has, based on the chart is planning to do at the moment you act. below. 14 Table: Read Profession Information Total Character Level or Provided Ranks in Profession or Craft skill Faint Talent 1-3 Moderate Talent 6-11 Strong Talent 12-19 Overwhelming Talent 20+

Sleight of Hand Conceal Weapon: You keep a dagger or other small weapon concealed in your clothing or even in your hand. If you make a sudden attack with it, you can catch an opponent by surprise. You may make a Sleight of Hand check as a move action, opposed by your foe’s Perception check, to prepare a weapon in such a way that she fails to note that you are armed. Your foe applies her base attack bonus as a modifier on her Perception check. You may hide only one weapon at a time in this manner. If you then attack with this weapon as a readied action (or if you possess the Quick Draw feat, as part of an attack action), your opponent is considered flat-footed against your next attack. Failure results in you provoking an attack of opportunity from your opponent. If you hold onto the weapon for more Conceal Weapon than 1 round, your opponent gains another Perception check (modified by her base attack bonus) to notice it; You’re Bleeding: You must possess at least 9 ranks in you oppose this check with another Sleight of Hand Sleight of Hand to perform this skill use. You know how check with a –2 penalty. The modifiers listed under to deliver a nasty strike without your foe feeling Sleight of Hand for different weapon sizes, billowing anything. If you use a light piercing weapon to hit a flat- clothes, and so forth apply to checks made to conceal a footed opponent, you can choose to have the opponent weapon. Consult the Sleight of Hand skill’s description not become aware that it has been damaged until the for more information. start of your next turn, when it also suffers 1 point of Special: The Disguise skill allows for a similar function bleed damage. Instead, that opponent reacts as if you (disguise weapon, see above). The Disguise check takes had attacked and either missed or dealt no damage longer to implement, but it works better when facing (your choice). This skill check is opposed by your someone who may attempt to search you. opponent’s Perception check and is part of the attack action. Plant Item: If you try to place an object on a creature This skill use does not allow the opponent to ignore any (such as a pin on his clothes or something in his pocket), of the other effects of your attack, such as ability damage you must make a DC 20 Sleight of Hand check. The from poison on your dagger or suffering the unconscious opponent makes a Perception check to detect the condition when reduced to fewer than 0 hit points. You attempt, opposed by the Sleight of Hand check result can only successfully perform this skill use against a you achieved when you tried to deposit the item. An creature who has not observed you performing it before. 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. SpellcraftSpellcraftSpellcraft Planting an item is normally a standard action. Analyze Magic Trap: After you (or an ally within 30 However, you may plant an item as a move action by feet) discover a magic trap using the Perception skill or taking a –20 penalty on the check. other means, you can attempt to determine the exact nature of the trap using detect magic and the Spellcraft Surreptitious Frisking: As a move action, you casually skill. The DC of this check equals 20 + the spell’s caster check the contents of your target’s pockets, bags, level. If you succeed, you know what spell the trap backpacks, and other equipment, determining if he triggers. If the trap triggers more than one spell, check carries weapons or any other hidden items. Make a separately for each one. This knowledge grants you no Sleight of Hand check opposed by your victim’s advantage for disarming the trap, but it does tell you Perception check. If you fail, your target notices your what to expect should the trap go off. attempt. Otherwise, your investigation passes unnoticed.

15 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.

SurvivalSurvivalSurvival 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.

Determine Aptitude Cross-Country Skiing: To perform this skill use you must have a set of skis or have two pieces of wood of the Determine Aptitude: Observing an opponent cast a spell appropriate size to create makeshift skis. If you do, you or use a spell-like ability in action, you can, as an can, with a successful Survival check at DC 15, use them immediate action, with a successful Spellcraft check, to ignore the hindering effects of snow, heavy snow, and identify the opponent’s caster level and the highest spell sleet on movement, by taking advantage of the slick level she can cast. The DC of this check is equal to 10 + surface and downhill slopes, unless all of your her caster level + her relevant caster ability modifier. movement for a round (during tactical movement) or for You can, if you make a consecutive successful check, an hour (during overland movement) is uphill. During each time she casts a spell after that, learn the name of tactical movement, you must make the check each one feat, ability or class feature that she has that round; during overland movement, you make the check modifies her spells or spell like abilities. If you fail any of once an hour or state that you are taking 10. If you fail these checks, you cannot attempt to determine the the check by 5 or more you fall prone at the start of your aptitude of the same target again until you gain a level. movement.

Determine Distance: By concentrating for 1 minute, you StealthStealthStealth can determine the distance between two points within Hide Above Door: One of the most dangerous and your line of sight (DC 15). If the check fails, you cannot difficult tricks is to hide above a doorframe. Whenever determine the distance. If you succeed, the GM tells you you are indoors, you may make a Stealth check to hide the distance in a reasonable unit of measure. If you fail above a doorframe so that anyone entering through that the check by 5 or more, the GM adds or subtracts (at his door will have a difficult time seeing you. In order to do option) 1d20 of the same units to or from your

16 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 Harvest Venom standard action the following round, if the stun effect is the result of a spell or spell-like ability you must make a time on a problem than if you had taken a slower, DC equal to 25 + the spell’s caster level. If the stun is the steadier method. With a successful Survival check at DC result of a creature’s supernatural or extraordinary 20 you cut in half the time needed to take 20 with a skill attack that had a saving throw the DC is equal to the (this can never be reduced below one full round). If your save DC of the attack plus half the creature’s hit dice. Survival check fails, you rush yourself and botch your You can attempt this check only once per encounter. attempt. You spend half the time needed for the skill Normally, stunned creatures cannot take any actions. attempt and fail to solve the problem. Even if your check succeeds, you still suffer all other penalties for being stunned. Failure results in you being Harvest Venom: You may use the Survival skill to milk rendered helpless until the beginning of your next turn. venom from a slain, helpless, or pinned creature with the poison special attack (this ability must be Gather Natural Antidote: The wilderness is full of extraordinary and not be supernatural, spell-like or a poisonous animals and equally toxic plants. Fortunately, class feature) into a proper container. The poison will nature has a way of taking care of its own and there are keep for one week. The DC of this check is equal to the many beneficial herbs which can limit the effects of DC of the poison + 1/2 the creature’s HD. If it fails by 4 natural poisons, if one knows where to find them. When or less, you have failed but can try again. Failure by 5 or in a wilderness area, if you make a successful Survival more results in ruining the poison sacks of all doses (you check, you can gather the materials to make an herbal cannot retry), one point of hit point damage due to self- poultice as a full-round action. The DC of the check is injury (no damage reduction), and suffering the effects equal to the DC of the poison. If applied to the victim of of the poison you were attempting to harvest. With a a poison attack, the recipient gains a +2 alchemical single successful check, you can recover one dose of bonus to their saving throw. This check can only be venom from a Tiny creature, double this amount for made when you know the type of poison you are each size category of the creature above Tiny. If injured attempting to cure and that poultice will only work or slain, a creature’s venom sacks can be ruined in the against that particular poison. An herbal poultice lasts attack(s), especially those involving critical hits or for one day before losing its potency. massive damage. A seriously injured (suffered half its hit There are, of course, natural areas where there are no point total in damage, suffered a critical hit, or massive animals or plants, and so this use of Survival cannot be damage) or slain creature has the number of potential attempted. If the GM decides that it is nevertheless doses reduce by 1d2 doses, a creature injured by a possible (there are some creatures, for instance, that live critical hit doubles this amount. In addition, you double beneath the desert sands, but are very hard to find), the this amount for very size category above Small the DC will be higher. creature possesses.

Grace Under Pressure. By clearing your mind and Intuit Depth: By concentrating for five minutes, you can locking on to a problem, you can quickly solve or gauge your current depth beneath the earth's surface. overcome it. This comes at the risk of rushing yourself The GM makes this check in secret. If the check is and making a mistake that causes you to waste more

17 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 Fast Activation 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 SwimSwimSwimSwim used in a surprise round or against opponents who are Cliff Dive: With a successful Swim check against a DC flat-footed. The classic use of this skill is to launch equal to the conditions of the water below, +5 for every yourself into a building through a window, catching your 10 feet of height, you can dive from a cliff or other high enemies by surprise. object into water and take no damage. In addition, once Special: Your GM may determine that the particular in the water, you can move up to your full normal use of sweeping entrance that you are attempting also movement rate for one move action, without need of requires a Climb or Acrobatics check. another skill check, as the speed of your fall propels you like a dolphin through the water. Only water that is of a Terrain Tactics: Your knowledge of the environment depth at least equal to double your height can be dived allows you to turn your surroundings to your advantage. into in this fashion. On an unsuccessful check, you take You might pick out just the right spot in a snowbank full damage from the fall. The cliff dive counts as a move where you can find a steady position while your foes flail action. through the snow. When fighting in any sort of terrain that restricts you and your opponent’s movement, you Pierce the Waves: With a successful skill check against a may make a Survival check with the DC equal to your DC equal to twice the normal Swim DC for the opponent’s Combat Maneuver Defense as a move action. appropriate water conditions, you can negate the armor This single opponent must be in your threatened area. If class bonus a creature wading or partially submerged your check succeeds, you can opt for one of several receives when attacked by a being on land, as well as effects: reduce the total cover bonus a completely submerged • Hindering Terrain: You can confer a –1 creature receives to partial cover. This represents your circumstance penalty on attacks, Armor Class, and instinctive understanding of combat in the water. Since Combat Maneuver Defense upon your opponent as you must study the water and strike at exactly the right long as she is in the difficult terrain. You kick snow moment, using Swim in this fashion requires a full- at her, shift the stones on a gravel slope so that she round action, which includes this Swim check, and a loses her balance, and so forth. single attack action. Failure by 5 or more results in • Tangle and Drop: You pull on a vine or rope to doubling the targets cover bonuses. upset your opponent’s footing or hit her at just the right angle to disrupt her balance, causing her to Use Magic Device fall prone in her current space. Fast Activation: In order to attempt this skill use you • Terrain Injury: You send a hail of stones, thorns, or must possess at least 8 or more skill ranks than the some other environmental debris at your opponent. caster level of the magic item. If you do, and you make a She suffers 1d6 points of damage. successful check, you can reduce the time needed to Failure results in your provoking an attack of activate a magic item; the DC for this use is 20 + the opportunity from your opponent and you cannot try item’s caster level (minimum DC 30). If the activation is again against the same target for 24 hours. 18 normally a full-round action, it against the construct; this action becomes a standard action (and a does not provoke an attack of standard action becomes a move opportunity from the construct you action, while a move action are attempting to touch but does becomes a swift action). For items from all other creatures. You must that require time expressed in make a successful Use Magic Device rounds, minutes, or larger units, check with a DC equal to 10+ the this skill use has no effect. If you caster level of the construct’s fail the check by 5 or more, then creator + his relevant ability you cannot activate that item again modifier (when this is unknown, the for 24 hours. DC is 15 + the construct’s Hit Dice). The construct then receives a Will Gain Passage: When faced with a save to negate (DC 10 + 1/2 your magical barrier requiring a specific Use Magic Device ranks + your class, race, or alignment, you can Charisma modifier). If you fail the use your Use Magic Device skill to check by 5 or more, you provoke an emulate the required attribute. If attack of opportunity and suffer the abjuration covers the entire damage due to magical feedback area rather than just being a from the construct. The amount of barrier, you must make a skill damage is equal to 1d6 per 2 Hit check every round to avoid Dice the construct possesses discovery. If you fail the check by 5 (minimum 1d6) A successful or more, you suffer magical feedback damage equal to Fortitude save (DC 10 +1/2 the construct’s HD) halves 1d6 per level of the spell effect plus any additional the damage. If the construct’s master is currently within effects the abjuration may inflict. A successful Fortitude range to directly control the construct, then a successful save (The spell’s DC) halves the damage. Regardless of opposed Charisma check is also required to use this success or failure you cannot try again. ability. You can only use one construct at a time. If you attempt to use a second construct it negates the effects Intentional Mishap: By making a successful Use Magic of your previous attempt. Device check with a DC equal to 15 + the item’s caster • Berserk: If you have at least 6 ranks in Use Magic level, you cause that item’s next activation to cause a Device, you can cause a construct to go berserk by mishap. This causes the item’s base spell to have a disrupting its normal commands or thought reversed or other harmful effect. Possible mishaps are patterns; if the construct is a clay golem you get a given below. If you fail by 5 or more, you suffer a +5 circumstance bonus to your check. The mishap. uncontrolled construct goes on a rampage, • A surge of uncontrolled magical energy deals 1d6 attacking the nearest living creature (including points of damage per spell level to the item’s user. you), or smashing some object smaller than itself if • Spell strikes the item’s user or an ally instead of the no creature is within reach. It will then move on to intended target, or a random target nearby if the spread more destruction once the current target is item’s user was the intended recipient. laid low. The construct’s creator, if within 60 feet, • Spell takes effect at some random location within can try to regain control by speaking firmly and spell range. persuasively to the construct, which requires a DC • 19 Charisma check. Spell’s effect on the target is contrary to the spell’s • Immobilize: If you have at least 10 ranks in Use normal effect. Magic Device, you can increase the DC by 5 and • The item’s user suffers some minor but bizarre immobilize a construct for 1 round per Use Magic effect related to the spell in some way. Most such Device rank you possess. Constructs are granted a effects should last only as long as the original spell’s new Will save each round, just before your turn. duration, or 2d10 minutes for instantaneous spells. Immobilized constructs are considered helpless. • Some innocuous item or items appear in the spell’s • Instruct: If you have at least 14 ranks in Use Magic area. Device, you can increase the DC by 10 and gain • Spell has delayed effect. Sometime within the next control over a construct creature. Since you can 1d12 hours, the spell activates. If the scroll user was control only non-intelligent constructs, you can the intended recipient, the spell takes effect communicate only basic commands, such as “come normally. If the user was not the intended recipient, here,” “go there,” “fight,” “stand still,” and so on. the spell goes off in the general direction of the Non-intelligent constructs will not obey suicidal or original recipient or target, up to the spell’s obviously harmful orders. Any act by you or your maximum range, if the target has moved away. apparent allies that threatens the commanded construct breaks the effect. Your commands are not Use Constructs: You manipulate the commands that telepathic, so the construct must be able to hear allow spellcasters to direct the actions of unintelligent you. constructs. This skill use is a full-round action that, as If you fail, you cannot try again on the same target for part of that action, requires a successful touch attack 24 hours. 19 Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Open Content is the designated as follows: All the skill uses Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights presented in this product, including examples of their use. Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or 9. Updating the License: Wizards or its designated Agents may trademark owners who have contributed Open Game Content; publish updated versions of this License. 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