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Skill Use Compilation?
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<blockquote data-quote="Archade" data-source="post: 3159652" data-attributes="member: 7654"><p>It's hardly perfect, but .... pasted from my DM screen document ...</p><p></p><p>Appraise (INT) </p><p>Appraise common/well-known objects (100%/2d6+3x10%) 12 PHB 67</p><p>Appraise a rare object (100%/unknown) 15 PHB 67</p><p>Appraise an exotic object (100%/unknown) 20 PHB 67</p><p>Detect magic in an object 50 ELH ??</p><p></p><p>Balance (DEX, ACP) </p><p>Narrow surface (7-12 inches wide) 10(1) PHB 67</p><p>Uneven flagstone (only if running or charging) 102 PHB 67</p><p>Hewn stone floor 10(2) PHB 67</p><p>Sloped or angled floor 10(2) PHB 67</p><p>Run/Charge down steep stairs 10 DMG 63</p><p>Narrow surface (2-6 inches wide) 15(1) PHB 67</p><p>Narrow surface (less than 2 inches wide) 20(1) PHB 67</p><p> </p><p>- Lightly obstructed (scree, light rubble) DC +2 PHB 67</p><p>- Lightly slippery (wet floor) DC +2 PHB 67</p><p>- Sloped or angled DC +2 PHB 67</p><p>- Full move or charge DC +5 PHB 67</p><p>- Severely obstructed (natural cavern floor, dense rubble) DC +5 PHB 67</p><p>- Severely slippery (ice sheet) DC +5 PHB 67</p><p></p><p>* Flat footed while balancing unless 5 ranks or more</p><p>1 Add modifiers from narrow surface modifiers</p><p>2 Only if running/charging. Failure by 4 or less means character cant run/charge, act normally</p><p></p><p>Bluff (CHA) </p><p>Deliver a secret message (simple) 15(1) PHB 68</p><p>Deliver a secret message (complex, new information) 20(1) PHB 68</p><p>Target wants to believe you SM -5 PHB 68</p><p>Bluff is believable and doesn’t affect target much SM +0 PHB 68</p><p>Creating a diversion to hide SM +0 PHB 68</p><p>Feint in Combat SM +BAB PHB 155</p><p>Bluff is a little hard to believe or puts target at some risk SM +5 PHB 68</p><p>Bluff is hard to believe or puts target at significant risk SM +10 PHB 68</p><p>Bluff is way out there, almost too incredible to consider SM +20 PHB 68</p><p> </p><p>- Feint in combat vs. a non-humanoid DC +4 PHB 155</p><p>- Feint in combat vs. an animal intelligence (1-2) creature DC +8 PHB 155</p><p></p><p>1 Failure by 5 or more indicates false/misleading information delivered</p><p></p><p>Climb (STR, ACP) </p><p>A slope too steep to walk up 0 PHB 69</p><p>A knotted rope with a wall to brace against 0 PHB 69</p><p>A rope with a wall to brace against 5 PHB 69</p><p>A knotted rope or a rope affected by the rope trick spell 5 PHB 69</p><p>A surface with ledges to hold on to and stand on 10 PHB 69</p><p>A surface with adequate handholds and footholds (ie a tree) 15 PHB 69</p><p>An unknotted rope 15 PHB 69</p><p>Pulling yourself up when dangling from your hands 15 PHB 69</p><p>An uneven surface with some narrow handholds and footholds 20 PHB 69</p><p>A rough surface (natural rock or brick wall) 25 PHB 69</p><p>An overhang or ceiling with handholds but no footholds 25 PHB 69</p><p> </p><p>- Climbing a chimney or location where you can brace against 2 walls DC -10 PHB 69</p><p>- Climbing in a corner where you can brace against walls DC -5 PHB 69</p><p>- Surface is slippery DC +5 PHB 69</p><p></p><p>Concentration (CON) </p><p>Weather is a high wind carrying blinding rain/sleet 51 PHB 70</p><p>Vigorous motion (moving mount, wagon ride, etc) 10(1) PHB 70</p><p>Weather is wind-driven hail, dust, debris 10(1) PHB 70</p><p>Taking continuous damage during the action1 10 + ½ dmg PHB 70</p><p>Damaged during the action2 10 + dmg1 PHB 70</p><p>Cast a spell while entangled 15(1) PHB 308</p><p>Violent motion (galloping mount, etc) 15(1) PHB 70</p><p>Extraordinarily violent motion (earthquake, etc) 20(1) PHB 70</p><p>Cast a spell while grappling (no somatic, have components) 20(1) PHB 156</p><p>Distracted by non-damaging spell1 Spell DC4 PHB 70</p><p>Weather caused by spell Spell DC1,4 PHB 70</p><p></p><p>1 If you are trying to cast, concentrate on, or direct a spell, add the spell level to DC</p><p>2 For full-round actions or actions that cause an attack of opportunity</p><p>4 If the spell allows no save, use the save DC it would have if it did allow one</p><p></p><p>Craft (INT) </p><p>Alchemy - Identify an alchemical substance 10 HOUSE RULE</p><p>Alchemy - Identify a poison 20 PHB 219</p><p>Gemcutting - Finish rough gemstone worth up to 50gp 10 DRAC 279</p><p>Gemcutting - Finish rough gemstone worth up to 500gp 15 DRAC 279</p><p>Gemcutting – Finish rough gemstone worth up to 5000gp 20 DRAC 279</p><p></p><p>Decipher Script (INT, TRAINED) </p><p>Simple message 20 PHB 71</p><p>Standard message 25 PHB 71</p><p>Intricate, exotic or very old writing 30 PHB 71</p><p></p><p>* Failure requires a Wis Check DC5 to see if false conclusions are drawn</p><p> </p><p>Diplomacy (CHA) </p><p>Initial Attitude Hostile Unfriendly Indifferent Friendly Helpful Soucrce</p><p>Hostile <20 20 25 35 50 PHB 72</p><p>Unfriendly <5 5 15 25 40 PHB 72</p><p>Indifferent --- <1 1 15 30 PHB 72</p><p>Friendly --- --- <1 1 20 PHB 72</p><p>Helpful --- --- --- <1 1 PHB 72</p><p> </p><p>Hired mercenaries constantly thrust into danger Hostile </p><p>Hired mercenaries outclassed in combat Unfriendly </p><p>Hire sedentary hireling to go adventuring (need friendly result) Indifferent </p><p> </p><p>- Offering hirelings double hazard pay (x4) DC -10 A&EG 61</p><p>- Offering hirelings hazard pay (x2) DC -5 A&EG 61</p><p>- Rushed attempt (a full round action) DC +10 PHB 72</p><p></p><p>Disable Device (DEX, TRAIN) </p><p>Simple (1 round, jam a lock) 10 PHB 72</p><p>Tricky (1d4 rounds, sabotage a wagon wheel) 15 PHB 72</p><p>Difficult (2d4 rounds, disarm/reset a trap) 20 PHB 72</p><p>Wicked (2d4 rounds, disarm complex trap, sabotage a clockwork device) 25 PHB 72</p><p> </p><p>- Leave no trace of tampering DC -5 PHB 72</p><p></p><p>* Failure by 5 or more indicates something goes wrong (spring the trap, sabotage fails, etc)</p><p>* Rogues that beat a trap by 10+ can study them, figure them out, and bypass them</p><p></p><p>Disguise (CHA) </p><p>Disguise fools casual observers No check PHB 72</p><p>Disguise fools suspicious observers SP +0 PHB 72</p><p> </p><p>Minor details only Roll +5 PHB 73</p><p>Disguised as different gender Roll -2 PHB 73</p><p>Disguised as different race Roll -2 PHB 73</p><p>Disguised as different age category (per category) Roll -2 PHB 73</p><p> </p><p>Disguised as someone viewer recognizes on sight SP +4 PHB 73</p><p>Disguised as someone viewer is friend/associate to SP +6 PHB 73</p><p>Disguised as someone viewer is close friends with SP +8 PHB 73</p><p>Disguised as someone viewer is intimate with SP +10 PHB 73</p><p></p><p>Escape Artist (DEX, ACP) </p><p>Grapple/Pin Grapple check PHB 73</p><p>Ropes 10+ Use Rope PHB 73</p><p>Net, animate rope, command plants, control plants, entangle 20 PHB 73</p><p>Snare 23 PHB 73</p><p>Manacles 30 PHB 73</p><p>Tight space 30 PHB 73</p><p>Masterwork managles 35 PHB 73</p><p></p><p>Forgery (INT) </p><p>Forge general document (orders) after seeing similar document Roll +8 PHB 74</p><p>Forge signature with copy at hand Roll +4 PHB 74</p><p>Make a false magic scroll or spellbook Roll -5 FRMF 21</p><p> </p><p>Type of document unknown to reader Check -2 PHB 74</p><p>Handwriting not known to reader Check -2 PHB 74</p><p>Reader only casually views document Check -2 PHB 74</p><p>Type of document somewhat known to reader Check +0 PHB 74</p><p>Handwriting somewhat known to reader Check +0 PHB 74</p><p>Type of document well known to reader Check +2 PHB 74</p><p>Handwriting intimately known to reader Check +2 PHB 74</p><p></p><p>Gather Information (CHA) </p><p>General idea of a city’s major news items 10 PHB 74</p><p>Find common hirelings 10 A&EG 60</p><p>General mood of town 10 D295/64</p><p>Name of most obvious power center 10 D295/64</p><p>Specific questions/rumors pursued 15-25 PHB 74</p><p>Names of all the power centers 18 D295/64</p><p>Names of all the power centers and their rel. strengths 20 D295/64</p><p>Names of all the power centers and their alliances 25 D295/64</p><p> </p><p>Avoid suspicion Check -20 D295/64</p><p></p><p>Handle Animal (CHA, TRAINED) </p><p>Handle an animal 10 PHB 74</p><p>Teach an animal a trick (come, down, fetch, heel, perform, etc) 15 PHB 74</p><p>Train an animal for a general purpose (labor, performance, riding) 15 PHB 74</p><p>Rear a wild animal 15 + HD PHB 74</p><p>Teach an animal a trick (attack, defend, guard, track) 20 PHB 74</p><p>Train an animal for a general purpose (combat riding, fighting, etc) 20 PHB 74</p><p>“Push” an animal 25 PHB 74</p><p></p><p>Heal (WIS) </p><p>First aid (stop a dying character’s loss of hp) 15 PHB 75</p><p>Treat wound (from caltrop, etc) 15 PHB 75</p><p>Detect use of cassil 15 FRCS 96</p><p>Counter use of cassil 20 FRCS 96</p><p>Quicken recovery (heal in 1 hr as 1 day) 50 ELH ??</p><p>Treat poison Poison DC PHB 75</p><p>Treat disease Disease DC PHB 75</p><p></p><p>Hide (DEX, ACP) </p><p>Hide while moving more than half speed Check -5 PHB 76</p><p>Hide after diversion Check -10 PHB 76</p><p>Hide while running/attacking/charging Check -20 PHB 76</p><p>Hide after sniping (1 shot) Check -20 PHB 76</p><p> </p><p>Heavy Undergrowth Check +5 DMG 87</p><p></p><p>Intimidate (CHA) </p><p>Change target’s behaviour VS 1d20+lvl+HD+Wis Bonus PHB 76</p><p>Demoralize opponent (becomes shaken 1 round) VS 1d20+lvl+HD+Wis Bonus PHB 76</p><p> </p><p>Each size category smaller than target Check -4 PHB 76</p><p>Each size category larger than target Check +4 PHB 76</p><p></p><p>Jump (DEX, ACP) </p><p>Long jump DC = distance 1 PHB 77</p><p>High jump DC = 4x distance PHB 77</p><p>Hop up (to waist height) 10 PHB 77</p><p>Jump down (no running needed, -10 ft to falling dmg) 15 PHB 77</p><p> </p><p>No running start DC x2 PHB 77</p><p>Speed lower than 30 ft (per 10 ft) Check -6 PHB 77</p><p>Speed greater than 30 ft (per 10 ft) Check +4 PHB 77</p><p></p><p>1 If you fail the check by less than 5, you don’t clear the distance but you can make a DC 15 Reflex save to grab the far edge of the gab. Getting up requires a move action and a DC 15 climb check.</p><p></p><p>Knowledge (INT, TRAINED) </p><p>Any - Answer really easy question (maximum untrained) 10 PHB 78</p><p>Any - Answer basic question 15 PHB 78</p><p>Any - Answer really tough question 20-30 PHB 78</p><p>Arcana - Identify creature (construct, dragon, magical beast) 1 10 + HD PHB 78</p><p>Arcana - Recognize a spellcaster’s personal rune 20 FRMF 21</p><p>Arcana - Recognize an attuned gem 25 FRMF 21</p><p>Arcana - Recognize an inscribed rune as magical 25 FRMF 21</p><p>Arcana - Recognize a materials affinity or resistance 25 FRMF 21</p><p>Arcana - Recall hazards and effects of faerzress 25 FRSQ 5</p><p>Arcana - Remember found magic item from study, know ability [optional] 30 DMG 212</p><p>Arcana - Discover command word of magic item 30 DMG 2132</p><p>Architecture - View stronghold with good vantage to reveal weak aspect 20 CW 122</p><p>Dungeoneering - Identify creature (aberration or ooze) 10 + HD PHB 78</p><p>History - Know the basics of how a particular army organizes itself 15 CW 122</p><p>History - Study a historic battlefield to recall details of the battle fought 20 CW 122</p><p>Local - Identify a military unit or noble family by its heraldry 10 CW 122</p><p>Nature - Search for common herbs (10 minutes) 10 FRSM 40</p><p>Nature - Identify creature (animal, fey, giant, m-human, plant, vermin) 1 10 + HD PHB 78</p><p>Nature - Search for uncommon herbs (10 minutes) 20 FRSM 40</p><p>Nature - Search for rare herbs (10 minutes) 30 FRSM 40</p><p>Nobility - Identify the place of origin of heraldry from far-off lands 25 CW 122</p><p>Nobility - Identify a unit bearing heraldry from far-off lands 30 CW 122</p><p>The Planes - Identify creature (outsider or elemental) 10 + HD PHB 78</p><p>Religion - Identify creature (undead) 1 10 + HD PHB 78</p><p>Religion - Recognize the patron of a religious magic item 20 FRMF 21</p><p>Religion - Recognize deity by one of its titles or honorifics 20 FRSQ 25</p><p></p><p>2 If roll is failed, a second roll against DC 25 can be made for a hint to the command word</p><p>1 A successful check reveals a useful bit of information about the creature. For every 5 points by which you beat the DC, the DM can give another useful piece of information.</p><p></p><p>Listen (WIS) </p><p>A battle -10 PHB 78</p><p>People talking 1 0 PHB 78</p><p>A person in medium armor walking at a slow pace, trying to be quiet DC = Mv Silently PHB 78</p><p>An unarmed person walking at a slow pace, trying to be quiet 10 PHB 78</p><p>A 1st-level rogue using Move Silently to sneak past the listener 15 PHB 78</p><p>People whispering 1 15 PHB 78</p><p>A cat stalking 19 PHB 78</p><p>An owl gliding in for a kill 30 PHB 78</p><p> </p><p>Listener is sleeping -10 PHB 79</p><p>Listener is fascinated -4 PHB 79</p><p></p><p>1 If you beat the DC by 10 or more, you can make out what is being said, language permitting</p><p></p><p>Move Silently (DEX, ACP) </p><p>Go unnoticed by listener DC = Listen PHB 79</p><p> </p><p>Move at one-half speed 0 PHB 79</p><p>Noisy terrain (scree, shallow/deep bog, undergrowth, dense rubble) -2 PHB 79</p><p>Move more than one-half but less than full speed -5 PHB 79</p><p>Very noisy terrain (dunse undergrowth, deep snow) -5 PHB 79</p><p>Move while running/charging -20 PHB 79</p><p></p><p>Open Lock (DEX, TRAINED) </p><p>Very simple lock 20 PHB 79</p><p>Average lock 25 PHB 79</p><p>Good lock 30 PHB 79</p><p>Amazing lock 40 PHB 79</p><p> </p><p>Using simple tool instead of thieves’ tools -2 PHB 79</p><p></p><p></p><p>Perform (CHA) </p><p>Routine performance (earn 1d10cp/day) 10 PHB 79</p><p>Enjoyable performance (earn 1d10sp/day in a prosperous city) 15 PHB 79</p><p>Great performance (earn 3d10sp/day in a prosperous city) 20 PHB 79</p><p>Memorable performance (earn 1d6gp/day in a prosperous city) 25 PHB 79</p><p>Extraordinary performance (earn 3d6gp/day in a prosperous city) 30 PHB 79</p><p>Weapon Drill – Impress Opponent Check + ½ BAB 2 CW 121</p><p></p><p>1 Audiences that have been unimpressed before (failed performance checks) increase DC by 2</p><p>2 The following feats each grant a +2 bonus on relevant Perform (weapon drill) checks: Combat Expertise, Greater Weapon Focus, Quick Draw, Two-Weapon Fighting, Weapon Focus, and Whirlwind Attack.</p><p></p><p>Profession (WIS, TRAINED) </p><p>Earn ½ Profession check in gp per week of dedicated work * PHB 80</p><p></p><p>Ride (DEX) </p><p>Guide with knees 5 PHB 80</p><p>Stay in saddle (animal rears, rider takes damage) 5 PHB 80</p><p>Fight with warhorse (free action) 10 PHB 80</p><p>Cover 15 PHB 80</p><p>Soft fall (if you fail, take 1d6 damage) 15 PHB 80</p><p>Leap 15 PHB 80</p><p>Spur mount (increase speed by 10 ft for 1 round, mount takes 1hp dmg) 15 PHB 80</p><p>Control mount in battle (move action for untrained animals in battle) 20 PHB 80</p><p>Fast mount or dismount 20 1 PHB 80</p><p> </p><p>Mount is bareback -5 PHB 80</p><p></p><p>1 Armor check penalty applies</p><p></p><p>Search (INT) </p><p>Ransack a chest full of junk to find a certain item 10 PHB 81</p><p>Search for common herbs in wilderness 10 FRSM 40</p><p>Find clue or inscription on magic item to hint at function 15 DMG 212</p><p>Notice a typical secret door or a simple trap 20 PHB 81</p><p>Detect active or inactive Portal (requires Portal Domain) 20 FRMF 21</p><p>Find a magic trap (rogue only) 1 25 + level of spell PHB 81</p><p>Notice a well-hidden secret door 30 PHB 81</p><p>Find a footprint Varies PHB 81</p><p></p><p>1 Dwarves (even if they are not rogues) can use Search to find traps built into our out of stone.</p><p>2 A successful Search check can find a footprint or similar sign of a creature’s passage, but it won’t let you find or follow a trail. See the Track feat for DCs.</p><p></p><p>Sleight of Hand (DEX, TRAINED, ACP) </p><p>Use this skill under close observation DC = Spot PHB 81</p><p>Hide a small object (light weapon) on your person vs vision 1 DC = Spot PHB 81</p><p>Hide a small object (light weapon) on your person vs frisking 1 DC = Search +4 PHB 81</p><p>Palm a palm-sized unattended object 10 PHB 81</p><p>Perform a minor feat of legerdemain (make a coin disappear) 10 PHB 81</p><p>Take something small from another creature 20 & DC = Spot PHB 82</p><p> </p><p>Use as free action -20 PHB 82</p><p></p><p>1 Daggers give +2 bonus, coins, shurikens/rings give +4, baggy clothing or cloak grants +2 bonus</p><p></p><p>Spellcraft (INT, TRAINED) </p><p>Identify a glyph of warding with read magic 13 PHB 82</p><p>Determine an aura’s school of magic with detect magic 15 + level PHB 219</p><p>Identify a spell being cast (observe verbal or somatic) 15 + level PHB 82</p><p>Prepare a spell from a borrowed spellbook 15 + level PHB 82</p><p>Learn a spell from a spellbook or scroll (8 hours) 15 + level PHB 82</p><p>Identify spell held in an inscribed rune 15 + level FRMF 21</p><p>When using read magic, identify a symbol 19 PHB 82</p><p>Recognize if a material is of magical crafting quality 20 FRMF 21</p><p>Recognize a magic item as shadow weave item (w/detect magic) 20 FRMF 21</p><p>Identify a spell in place/effect (observe effects) 20 + level PHB 82</p><p>Identify materials created or shaped by magic (ie wall of iron) 20 + level PHB 82</p><p>Decipher a written spell without read magic 20 + level PHB 82</p><p>Determine exact borders of a wild magic area (3 rounds of study) 25 FRMF 21</p><p>Identify a potion (1 minute) 25 PHB 82</p><p>Identify if a raw material has been prepared for magical crafting 25 FRMF 21</p><p>Identify a spell cast on you after making a saving throw 25 + level PHB 82</p><p>Master a borrowed spellbook 25 + level FRMF 21</p><p>Understand/identify the shadow weave 25 + level FRCS ??</p><p>Attune to magic item to lean power/ability [optional] 30 DMG 212</p><p>Understand a strange or unique magical effect 30 PHB 82</p><p> </p><p>Specialist wizards dealing with their prohibited school -5 PHB 83</p><p>Learning from a master/apprentice’s notes +2 FRMF 173</p><p>Specialist wizards dealing with their school +2 PHB 83</p><p></p><p>Spot (Wis) </p><p>Notice hidden figure DC = Hide PHB 83</p><p>Notice slight incline or ramp 15 DMG 62</p><p>Read lips (within 30 ft) 15 PHB 83</p><p> </p><p>Target is invisible Check -20 PHB 83</p><p>Spotter distracted Check -5 PHB 83</p><p>Per 10 ft away Check -1 PHB 83</p></blockquote><p></p>
[QUOTE="Archade, post: 3159652, member: 7654"] It's hardly perfect, but .... pasted from my DM screen document ... Appraise (INT) Appraise common/well-known objects (100%/2d6+3x10%) 12 PHB 67 Appraise a rare object (100%/unknown) 15 PHB 67 Appraise an exotic object (100%/unknown) 20 PHB 67 Detect magic in an object 50 ELH ?? Balance (DEX, ACP) Narrow surface (7-12 inches wide) 10(1) PHB 67 Uneven flagstone (only if running or charging) 102 PHB 67 Hewn stone floor 10(2) PHB 67 Sloped or angled floor 10(2) PHB 67 Run/Charge down steep stairs 10 DMG 63 Narrow surface (2-6 inches wide) 15(1) PHB 67 Narrow surface (less than 2 inches wide) 20(1) PHB 67 - Lightly obstructed (scree, light rubble) DC +2 PHB 67 - Lightly slippery (wet floor) DC +2 PHB 67 - Sloped or angled DC +2 PHB 67 - Full move or charge DC +5 PHB 67 - Severely obstructed (natural cavern floor, dense rubble) DC +5 PHB 67 - Severely slippery (ice sheet) DC +5 PHB 67 * Flat footed while balancing unless 5 ranks or more 1 Add modifiers from narrow surface modifiers 2 Only if running/charging. Failure by 4 or less means character cant run/charge, act normally Bluff (CHA) Deliver a secret message (simple) 15(1) PHB 68 Deliver a secret message (complex, new information) 20(1) PHB 68 Target wants to believe you SM -5 PHB 68 Bluff is believable and doesn’t affect target much SM +0 PHB 68 Creating a diversion to hide SM +0 PHB 68 Feint in Combat SM +BAB PHB 155 Bluff is a little hard to believe or puts target at some risk SM +5 PHB 68 Bluff is hard to believe or puts target at significant risk SM +10 PHB 68 Bluff is way out there, almost too incredible to consider SM +20 PHB 68 - Feint in combat vs. a non-humanoid DC +4 PHB 155 - Feint in combat vs. an animal intelligence (1-2) creature DC +8 PHB 155 1 Failure by 5 or more indicates false/misleading information delivered Climb (STR, ACP) A slope too steep to walk up 0 PHB 69 A knotted rope with a wall to brace against 0 PHB 69 A rope with a wall to brace against 5 PHB 69 A knotted rope or a rope affected by the rope trick spell 5 PHB 69 A surface with ledges to hold on to and stand on 10 PHB 69 A surface with adequate handholds and footholds (ie a tree) 15 PHB 69 An unknotted rope 15 PHB 69 Pulling yourself up when dangling from your hands 15 PHB 69 An uneven surface with some narrow handholds and footholds 20 PHB 69 A rough surface (natural rock or brick wall) 25 PHB 69 An overhang or ceiling with handholds but no footholds 25 PHB 69 - Climbing a chimney or location where you can brace against 2 walls DC -10 PHB 69 - Climbing in a corner where you can brace against walls DC -5 PHB 69 - Surface is slippery DC +5 PHB 69 Concentration (CON) Weather is a high wind carrying blinding rain/sleet 51 PHB 70 Vigorous motion (moving mount, wagon ride, etc) 10(1) PHB 70 Weather is wind-driven hail, dust, debris 10(1) PHB 70 Taking continuous damage during the action1 10 + ½ dmg PHB 70 Damaged during the action2 10 + dmg1 PHB 70 Cast a spell while entangled 15(1) PHB 308 Violent motion (galloping mount, etc) 15(1) PHB 70 Extraordinarily violent motion (earthquake, etc) 20(1) PHB 70 Cast a spell while grappling (no somatic, have components) 20(1) PHB 156 Distracted by non-damaging spell1 Spell DC4 PHB 70 Weather caused by spell Spell DC1,4 PHB 70 1 If you are trying to cast, concentrate on, or direct a spell, add the spell level to DC 2 For full-round actions or actions that cause an attack of opportunity 4 If the spell allows no save, use the save DC it would have if it did allow one Craft (INT) Alchemy - Identify an alchemical substance 10 HOUSE RULE Alchemy - Identify a poison 20 PHB 219 Gemcutting - Finish rough gemstone worth up to 50gp 10 DRAC 279 Gemcutting - Finish rough gemstone worth up to 500gp 15 DRAC 279 Gemcutting – Finish rough gemstone worth up to 5000gp 20 DRAC 279 Decipher Script (INT, TRAINED) Simple message 20 PHB 71 Standard message 25 PHB 71 Intricate, exotic or very old writing 30 PHB 71 * Failure requires a Wis Check DC5 to see if false conclusions are drawn Diplomacy (CHA) Initial Attitude Hostile Unfriendly Indifferent Friendly Helpful Soucrce Hostile <20 20 25 35 50 PHB 72 Unfriendly <5 5 15 25 40 PHB 72 Indifferent --- <1 1 15 30 PHB 72 Friendly --- --- <1 1 20 PHB 72 Helpful --- --- --- <1 1 PHB 72 Hired mercenaries constantly thrust into danger Hostile Hired mercenaries outclassed in combat Unfriendly Hire sedentary hireling to go adventuring (need friendly result) Indifferent - Offering hirelings double hazard pay (x4) DC -10 A&EG 61 - Offering hirelings hazard pay (x2) DC -5 A&EG 61 - Rushed attempt (a full round action) DC +10 PHB 72 Disable Device (DEX, TRAIN) Simple (1 round, jam a lock) 10 PHB 72 Tricky (1d4 rounds, sabotage a wagon wheel) 15 PHB 72 Difficult (2d4 rounds, disarm/reset a trap) 20 PHB 72 Wicked (2d4 rounds, disarm complex trap, sabotage a clockwork device) 25 PHB 72 - Leave no trace of tampering DC -5 PHB 72 * Failure by 5 or more indicates something goes wrong (spring the trap, sabotage fails, etc) * Rogues that beat a trap by 10+ can study them, figure them out, and bypass them Disguise (CHA) Disguise fools casual observers No check PHB 72 Disguise fools suspicious observers SP +0 PHB 72 Minor details only Roll +5 PHB 73 Disguised as different gender Roll -2 PHB 73 Disguised as different race Roll -2 PHB 73 Disguised as different age category (per category) Roll -2 PHB 73 Disguised as someone viewer recognizes on sight SP +4 PHB 73 Disguised as someone viewer is friend/associate to SP +6 PHB 73 Disguised as someone viewer is close friends with SP +8 PHB 73 Disguised as someone viewer is intimate with SP +10 PHB 73 Escape Artist (DEX, ACP) Grapple/Pin Grapple check PHB 73 Ropes 10+ Use Rope PHB 73 Net, animate rope, command plants, control plants, entangle 20 PHB 73 Snare 23 PHB 73 Manacles 30 PHB 73 Tight space 30 PHB 73 Masterwork managles 35 PHB 73 Forgery (INT) Forge general document (orders) after seeing similar document Roll +8 PHB 74 Forge signature with copy at hand Roll +4 PHB 74 Make a false magic scroll or spellbook Roll -5 FRMF 21 Type of document unknown to reader Check -2 PHB 74 Handwriting not known to reader Check -2 PHB 74 Reader only casually views document Check -2 PHB 74 Type of document somewhat known to reader Check +0 PHB 74 Handwriting somewhat known to reader Check +0 PHB 74 Type of document well known to reader Check +2 PHB 74 Handwriting intimately known to reader Check +2 PHB 74 Gather Information (CHA) General idea of a city’s major news items 10 PHB 74 Find common hirelings 10 A&EG 60 General mood of town 10 D295/64 Name of most obvious power center 10 D295/64 Specific questions/rumors pursued 15-25 PHB 74 Names of all the power centers 18 D295/64 Names of all the power centers and their rel. strengths 20 D295/64 Names of all the power centers and their alliances 25 D295/64 Avoid suspicion Check -20 D295/64 Handle Animal (CHA, TRAINED) Handle an animal 10 PHB 74 Teach an animal a trick (come, down, fetch, heel, perform, etc) 15 PHB 74 Train an animal for a general purpose (labor, performance, riding) 15 PHB 74 Rear a wild animal 15 + HD PHB 74 Teach an animal a trick (attack, defend, guard, track) 20 PHB 74 Train an animal for a general purpose (combat riding, fighting, etc) 20 PHB 74 “Push” an animal 25 PHB 74 Heal (WIS) First aid (stop a dying character’s loss of hp) 15 PHB 75 Treat wound (from caltrop, etc) 15 PHB 75 Detect use of cassil 15 FRCS 96 Counter use of cassil 20 FRCS 96 Quicken recovery (heal in 1 hr as 1 day) 50 ELH ?? Treat poison Poison DC PHB 75 Treat disease Disease DC PHB 75 Hide (DEX, ACP) Hide while moving more than half speed Check -5 PHB 76 Hide after diversion Check -10 PHB 76 Hide while running/attacking/charging Check -20 PHB 76 Hide after sniping (1 shot) Check -20 PHB 76 Heavy Undergrowth Check +5 DMG 87 Intimidate (CHA) Change target’s behaviour VS 1d20+lvl+HD+Wis Bonus PHB 76 Demoralize opponent (becomes shaken 1 round) VS 1d20+lvl+HD+Wis Bonus PHB 76 Each size category smaller than target Check -4 PHB 76 Each size category larger than target Check +4 PHB 76 Jump (DEX, ACP) Long jump DC = distance 1 PHB 77 High jump DC = 4x distance PHB 77 Hop up (to waist height) 10 PHB 77 Jump down (no running needed, -10 ft to falling dmg) 15 PHB 77 No running start DC x2 PHB 77 Speed lower than 30 ft (per 10 ft) Check -6 PHB 77 Speed greater than 30 ft (per 10 ft) Check +4 PHB 77 1 If you fail the check by less than 5, you don’t clear the distance but you can make a DC 15 Reflex save to grab the far edge of the gab. Getting up requires a move action and a DC 15 climb check. Knowledge (INT, TRAINED) Any - Answer really easy question (maximum untrained) 10 PHB 78 Any - Answer basic question 15 PHB 78 Any - Answer really tough question 20-30 PHB 78 Arcana - Identify creature (construct, dragon, magical beast) 1 10 + HD PHB 78 Arcana - Recognize a spellcaster’s personal rune 20 FRMF 21 Arcana - Recognize an attuned gem 25 FRMF 21 Arcana - Recognize an inscribed rune as magical 25 FRMF 21 Arcana - Recognize a materials affinity or resistance 25 FRMF 21 Arcana - Recall hazards and effects of faerzress 25 FRSQ 5 Arcana - Remember found magic item from study, know ability [optional] 30 DMG 212 Arcana - Discover command word of magic item 30 DMG 2132 Architecture - View stronghold with good vantage to reveal weak aspect 20 CW 122 Dungeoneering - Identify creature (aberration or ooze) 10 + HD PHB 78 History - Know the basics of how a particular army organizes itself 15 CW 122 History - Study a historic battlefield to recall details of the battle fought 20 CW 122 Local - Identify a military unit or noble family by its heraldry 10 CW 122 Nature - Search for common herbs (10 minutes) 10 FRSM 40 Nature - Identify creature (animal, fey, giant, m-human, plant, vermin) 1 10 + HD PHB 78 Nature - Search for uncommon herbs (10 minutes) 20 FRSM 40 Nature - Search for rare herbs (10 minutes) 30 FRSM 40 Nobility - Identify the place of origin of heraldry from far-off lands 25 CW 122 Nobility - Identify a unit bearing heraldry from far-off lands 30 CW 122 The Planes - Identify creature (outsider or elemental) 10 + HD PHB 78 Religion - Identify creature (undead) 1 10 + HD PHB 78 Religion - Recognize the patron of a religious magic item 20 FRMF 21 Religion - Recognize deity by one of its titles or honorifics 20 FRSQ 25 2 If roll is failed, a second roll against DC 25 can be made for a hint to the command word 1 A successful check reveals a useful bit of information about the creature. For every 5 points by which you beat the DC, the DM can give another useful piece of information. Listen (WIS) A battle -10 PHB 78 People talking 1 0 PHB 78 A person in medium armor walking at a slow pace, trying to be quiet DC = Mv Silently PHB 78 An unarmed person walking at a slow pace, trying to be quiet 10 PHB 78 A 1st-level rogue using Move Silently to sneak past the listener 15 PHB 78 People whispering 1 15 PHB 78 A cat stalking 19 PHB 78 An owl gliding in for a kill 30 PHB 78 Listener is sleeping -10 PHB 79 Listener is fascinated -4 PHB 79 1 If you beat the DC by 10 or more, you can make out what is being said, language permitting Move Silently (DEX, ACP) Go unnoticed by listener DC = Listen PHB 79 Move at one-half speed 0 PHB 79 Noisy terrain (scree, shallow/deep bog, undergrowth, dense rubble) -2 PHB 79 Move more than one-half but less than full speed -5 PHB 79 Very noisy terrain (dunse undergrowth, deep snow) -5 PHB 79 Move while running/charging -20 PHB 79 Open Lock (DEX, TRAINED) Very simple lock 20 PHB 79 Average lock 25 PHB 79 Good lock 30 PHB 79 Amazing lock 40 PHB 79 Using simple tool instead of thieves’ tools -2 PHB 79 Perform (CHA) Routine performance (earn 1d10cp/day) 10 PHB 79 Enjoyable performance (earn 1d10sp/day in a prosperous city) 15 PHB 79 Great performance (earn 3d10sp/day in a prosperous city) 20 PHB 79 Memorable performance (earn 1d6gp/day in a prosperous city) 25 PHB 79 Extraordinary performance (earn 3d6gp/day in a prosperous city) 30 PHB 79 Weapon Drill – Impress Opponent Check + ½ BAB 2 CW 121 1 Audiences that have been unimpressed before (failed performance checks) increase DC by 2 2 The following feats each grant a +2 bonus on relevant Perform (weapon drill) checks: Combat Expertise, Greater Weapon Focus, Quick Draw, Two-Weapon Fighting, Weapon Focus, and Whirlwind Attack. Profession (WIS, TRAINED) Earn ½ Profession check in gp per week of dedicated work * PHB 80 Ride (DEX) Guide with knees 5 PHB 80 Stay in saddle (animal rears, rider takes damage) 5 PHB 80 Fight with warhorse (free action) 10 PHB 80 Cover 15 PHB 80 Soft fall (if you fail, take 1d6 damage) 15 PHB 80 Leap 15 PHB 80 Spur mount (increase speed by 10 ft for 1 round, mount takes 1hp dmg) 15 PHB 80 Control mount in battle (move action for untrained animals in battle) 20 PHB 80 Fast mount or dismount 20 1 PHB 80 Mount is bareback -5 PHB 80 1 Armor check penalty applies Search (INT) Ransack a chest full of junk to find a certain item 10 PHB 81 Search for common herbs in wilderness 10 FRSM 40 Find clue or inscription on magic item to hint at function 15 DMG 212 Notice a typical secret door or a simple trap 20 PHB 81 Detect active or inactive Portal (requires Portal Domain) 20 FRMF 21 Find a magic trap (rogue only) 1 25 + level of spell PHB 81 Notice a well-hidden secret door 30 PHB 81 Find a footprint Varies PHB 81 1 Dwarves (even if they are not rogues) can use Search to find traps built into our out of stone. 2 A successful Search check can find a footprint or similar sign of a creature’s passage, but it won’t let you find or follow a trail. See the Track feat for DCs. Sleight of Hand (DEX, TRAINED, ACP) Use this skill under close observation DC = Spot PHB 81 Hide a small object (light weapon) on your person vs vision 1 DC = Spot PHB 81 Hide a small object (light weapon) on your person vs frisking 1 DC = Search +4 PHB 81 Palm a palm-sized unattended object 10 PHB 81 Perform a minor feat of legerdemain (make a coin disappear) 10 PHB 81 Take something small from another creature 20 & DC = Spot PHB 82 Use as free action -20 PHB 82 1 Daggers give +2 bonus, coins, shurikens/rings give +4, baggy clothing or cloak grants +2 bonus Spellcraft (INT, TRAINED) Identify a glyph of warding with read magic 13 PHB 82 Determine an aura’s school of magic with detect magic 15 + level PHB 219 Identify a spell being cast (observe verbal or somatic) 15 + level PHB 82 Prepare a spell from a borrowed spellbook 15 + level PHB 82 Learn a spell from a spellbook or scroll (8 hours) 15 + level PHB 82 Identify spell held in an inscribed rune 15 + level FRMF 21 When using read magic, identify a symbol 19 PHB 82 Recognize if a material is of magical crafting quality 20 FRMF 21 Recognize a magic item as shadow weave item (w/detect magic) 20 FRMF 21 Identify a spell in place/effect (observe effects) 20 + level PHB 82 Identify materials created or shaped by magic (ie wall of iron) 20 + level PHB 82 Decipher a written spell without read magic 20 + level PHB 82 Determine exact borders of a wild magic area (3 rounds of study) 25 FRMF 21 Identify a potion (1 minute) 25 PHB 82 Identify if a raw material has been prepared for magical crafting 25 FRMF 21 Identify a spell cast on you after making a saving throw 25 + level PHB 82 Master a borrowed spellbook 25 + level FRMF 21 Understand/identify the shadow weave 25 + level FRCS ?? Attune to magic item to lean power/ability [optional] 30 DMG 212 Understand a strange or unique magical effect 30 PHB 82 Specialist wizards dealing with their prohibited school -5 PHB 83 Learning from a master/apprentice’s notes +2 FRMF 173 Specialist wizards dealing with their school +2 PHB 83 Spot (Wis) Notice hidden figure DC = Hide PHB 83 Notice slight incline or ramp 15 DMG 62 Read lips (within 30 ft) 15 PHB 83 Target is invisible Check -20 PHB 83 Spotter distracted Check -5 PHB 83 Per 10 ft away Check -1 PHB 83 [/QUOTE]
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