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− | =Physical Skills=
| + | #REDIRECT [[Tome of Prowess (3.5e Sourcebook)/Revised Skills]] |
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− | {{TOC Right|limit=4}}
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− | ==Acrobatics==
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− | Key Attribute: [[Dexterity]]
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− | Acrobatics is a movement skill. It allows you to land a fall more gracefully, maneuver around opponents, and move over terrain that would otherwise block or simply not support you. [[#top|Return to Top]]
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− | ===Base DCs and Modifiers===
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− | {|class="zebra d20" style="text-align:left;"
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− | !Narrow Surface !! Example !! Base DC
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− | |Full to half shoulder width || 12” – 6” for most small & medium characters || 5
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− | |Half to fifth shoulder width || 6” – 2” for most small & medium characters || 10
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− | |Fifth to tenth shoulder width || 2” – 1” for most small & medium characters || 15
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− | |Tenth to twentieth shoulder width || 1” – ½” for most small & medium characters || 20
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− | |Less than a twentieth shoulder width || Less than ½” for most small & medium characters || 25
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− | |}
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− | {|class="zebra d20" style="text-align:left;"
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− | !Surface Conditions !! DC Modifier !! Example
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− | |Light Obstruction || +2* || Uneven flagstone, hewn stone floor
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− | |Severe Obstruction || +5* || Upturned bar tables, battlefield fortifications
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− | |Slightly Slippery || +2* || Frozen ice, thin patch of water
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− | |Very Slippery || +5* || Melting ice, oil on thin patch of water
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− | |Strongly Angled Surface || +2 || 10 to 30 degree incline
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− | |Slightly Sloped Surface || +5 || 30 to 45 degree incline (also reduce speed by half)
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− | |Strongly Sloped Surface || *** || Surfaces at a greater than 45 degree incline must be climbed
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− | |Cross Breeze || +2* || High wire in a 10 mph breeze
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− | |Cross Wind || +5* || High wire in a 30 mph wind
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− | |Cross Gusts || +10* || High wire in a 50 mph storm
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− | |Head/Tail Wind || +2 per 25% increase or<br>reduction in base speed || Trying to cross a ledge while moving directly into or away from a ''Gust of Wind'' spell<br> would be a +8 DC for a medium creature, because it cancels out their movement
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− | |}<nowiki>*</nowiki>Do not stack condition modifiers arising from similar circumstances, like both slightly and very slippery. Simply use the most appropriate one.
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− | ===Untrained Uses===
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− | ====Run Over Difficult Surface====
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− | Slippery or obstructed surfaces don’t lend themselves to heroic charges, since heroic slipping isn’t awesome. You can not run or charge over obstructed or uneven surfaces without succeeding on an acrobatics check. The base DC to charge or run over an uneven or sloped floor is 8 + the modifier for the surface conditions that are the cause of the difficulty. Just to be clear, there is no check to run or charge over an unobstructed surface, so the DC will never actually be 8.
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− | '''Base DC:''' 8 + conditions<br>
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− | '''Check Result:'''
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− | *DC and above: You may run or charge over the surface without issue.
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− | *DC-1 to DC-5: You may run or charge up to the difficult surface, but you stop after the first space. This ends your current move action, but you may spend remaining actions this round normally.
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− | *DC-6 and below: You fall prone in the first difficult square you reach. This ends your current move action, but you may spend remaining actions this round normally.
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− | ===Rank 1 Uses===
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− | ====Cross Narrow Surface====
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− | Once in a while you need to stick to a narrow ledge on a crumbly cliff or walk across a tight rope across a gap between buildings. As a move action, you can make an acrobatics check to cross narrow, precarious surfaces. The DC for this check is determined by the surface width, as indicated in the table above, and further modified by the surface conditions as listed above. Please see the check results below for the actions required to cross the surface.
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− | While moving on a precarious surface you are flatfooted. If you take damage exceeding your acrobatics ranks while moving or standing on a narrow surface you must immediately make a new balance check against the surface’s DC. Unlike the standard check, if you do not succeed on this check by matching or exceeding the DC you fall immediately in the space you took the damage. Additionally, taking any damage while crossing a narrow surface ends your movement in the space where you were damaged, whether you pass the check or not.
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− | Note: While it is possible to charge across a narrow surface, it is difficult since you must declare a charge action before you begin your movement. Taking a charge action requires two successful acrobatics checks (or one really good one) because you need to make a check per movement action, and minor successes may not grant you the distance you need to reach your target. If you declare a charge action but fail to reach your target, you still suffer the -2 AC penalty (unless you fell down, in which case you take the prone penalty instead).
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− | '''Base DC:''' Surface width DC + conditions<br>
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− | '''Check Result:'''
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− | *DC+10 and above: You may take a Run action to cross the surface, or may take two move actions at full speed without making additional checks. You must make an additional check for any further move actions to cross the surface.
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− | *DC+5 to DC+9: You may take a single move action to cross the surface at full speed. You must make an additional check for any further move actions to cross the surface.
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− | *DC+0 to DC+4: You may take a single move action to cross the surface at half speed. You must make an additional check for any further move actions to cross the surface.
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− | *DC-1 to DC-5: You are unable to find footing, and your move action ends immediately before you would have entered the narrow area. If you are already in the area, you make no progress. If you made this check in response to taking damage in excess of your acrobatics ranks, treat this result as if you had rolled the worse result below.
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− | *DC-6 and below: You slip and fall in the first space of the narrow area you enter, falling off of the surface and landing prone on the ground beneath it. You suffer damage from the fall as normal.
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− | ====Reduced Impact====
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− | Sometimes there’s just no avoiding a fall, so it’s a good thing you know how to roll with them. If you succeed on a DC 15 acrobatics check, you treat your fall as if it were shorter than it was.
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− | '''Base DC:''' 15<br>
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− | '''Check Result:'''
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− | *DC+10 and above: Treat your fall as if it were 30’ shorter.
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− | *DC+5 to DC+9: Treat your fall as if it were 20’ shorter.
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− | *DC+0 to DC+4: Treat your fall as if it were 10’ shorter.
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− | *DC-1 and below: You gain do not reduce damage from the fall.
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− | ===Rank 4 Uses===
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− | ====Tumble Around Opponents====
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− | Opponents with weapons generally stab you when you try to move around them. This ability allows you to move through threatened spaces, both occupied and unoccupied, without provoking attacks of opportunity, though you may not use this ability in liquid that rises above your knee. This check is made per creature you are tumbling past as a non-action occurring during your regular move, but you do not make the check until your first action that would provoke an attack of opportunity from them. The DC is 10 + their base attack bonus, +2 for each enemy you have previously attempted to tumble past this round, and further modified by the surface conditions as indicated above.
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− | '''Base DC:''' 10 + the opponent’s BAB + conditions, +2 for each prior opponent attempted this round<br>
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− | '''Check Result:'''
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− | *DC+10 and above: For the remainder of this round you may move through spaces threatened or occupied by this opponent as if they were clear spaces. None of this movement provokes attacks of opportunity from this opponent.
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− | *DC+5 to DC+9: For the remainder of this round you may move through spaces threatened by this opponent as if they were clear spaces, and through spaces occupied by this opponent as if they were difficult terrain (spending 2 squares of movement for each space). None of this movement provokes attacks of opportunity from this opponent.
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− | *DC+0 to DC+4: For the remainder of this round you may move through spaces threatened by this opponent as if they were difficult terrain (spending 2 squares of movement for each space). This movement does not provoke attacks of opportunity from this opponent, though you do still provoke attacks of opportunity if you choose to move at your full speed through their threatened area or if you move into the space that they occupy.
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− | *DC-1 to DC-5: Any movement through their threatened area will provoke attacks of opportunity as normal.
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− | *DC-6 and below: Any movement through their threatened area will provoke attacks of opportunity as normal, and they gain a +3 bonus to attacks of opportunity made against you.
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− | ===Rank 6 Uses===
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− | ====Competent Balancer====
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− | You are no longer flatfooted when balancing on a narrow surface. You must still make a check when you take damage while crossing a perilous surface, but you suffer much less from these interruptions. If you succeed on the check you may continue your movement (if the attack interrupted it). If you fail this check by 5 or less, you end your movement where you were damaged but do not fall. If you fail the check by more than 5 points you fall from the space where you were injured.
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− | '''Base DC:''' As Cross Narrow Surface<br>
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− | '''Check Result:''' Special. Modifies special check results from Cross Narrow Surface ability.
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− | ===Rank 8 Uses===
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− | ====Tumble Into The Wind====
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− | If you know how to orient yourself, you can ride the air to the ground from nearly any height. With a DC 24 acrobatics check, you function as if under a variant of the feather fall spell, significantly reducing the damage you suffer from the fall. You may dismiss this effect at any time, resuming a normal fall, but you suffer a cumulative +2 penalty to the check DC each time if you wish to resume the effect.
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− | '''Base DC:''' 24, +2 for each prior dismissal of the effect during this fall<br>
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− | '''Check Result:'''
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− | *DC+10 and above: You function as if under the effects of a feather fall spell, falling only 60 feet per round, until you reach the ground.
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− | *DC+5 to DC+9: You function as if under the effects of a feather fall spell, falling only 60 feet per round, for up to 4 rounds. After this time you resume falling as normal unless you succeed on an additional check.
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− | *DC+0 to DC+4: You function as if under the effects of a feather fall spell, falling only 60 feet per round, for 1 round. After this time you resume falling as normal unless you succeed on an additional check.
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− | *DC-1 to DC-5: You fall up to 200 feet this round, benefitting from a minor form of feather fall. After this time you resume falling as normal unless you succeed on an additional check. If you hit the ground while under this limited effect, you only suffer damage for half of the distance fallen at this rate up to a maximum of 10d6 damage.
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− | *DC-6 and below: You fall the maximum 2000 feet this round, suffering damage as normal from a fall of whatever height you began the round at (maximum 20d6 damage). On the off chance that you don’t hit the ground this round you may make another check next round
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− | ===Rank 10 Uses===
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− | ====Light As A Feather====
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− | You can balance on an object that shouldn’t really be able to support your weight, like the top of a tree, your opponent’s outstretched sword, or an arrow that someone shot at you. While you are defying gravity like this, you treat the object supporting you as solid ground. This allows you to leap from treetop to treetop, stab your opponent in the face while standing on his blade, surf a ballista bolt right into the enemy lines, etc. You can jump off of it, walk along it (though many are treated as narrow surfaces), etc.; any action that you could perform with an object that could support your weight is a valid action to take while under this effect. The length of time you can ignore gravity in this way is dependant on your check result. When the duration expires you may not attempt to extend the effect with another check, you either fall to the ground or maintain your position with other skills.
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− | Balancing on treetops or other largely stationary objects is something that simply that occurs when your movement ends on them. Attempting to balance on an object passing through your square or an adjacent square requires an immediate action, and may also require some setup. If you wish to perch on a weapon after it misses you, you must have spent your turn fighting defensively or taking the full defense action. If the attack misses you by more than 5, the defensive setup is not required. Attacks that are not aimed at you, but pass through your square, are considered to have missed you by more than 5. Attacks that originate below you, which you can simply hop down onto, are included in this group. It should go without saying, but if an attack hits you, you may not attempt to balance on it.
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− | Once you have a qualifying attack, you may need to hop up to it. If the attack was aimed at your approximate level, you must succeed on a DC 15 jump check to hop upon the object before you can attempt to balance on it. Objects beneath you do not require this jump check, you simply land on them (and may suffer falling damage depending on the distance fallen). No additional action or roll is needed to intercept something in mid air, it happens automatically as part of the ability.
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− | '''Base DC:''' 26<br>
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− | '''Check Result:'''
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− | *DC+10 and above: You can stand atop the object for as long as you like.
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− | *DC+5 to DC+9: You can stand atop the object for up to 4 rounds before gravity catches back up to you.
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− | *DC+0 to DC+4: You can stand atop the object for up to 1 round before gravity catches back up to you.
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− | *DC-1 to DC-5: Gravity never lets go of you, and you land on the ground normally. If you were attempting to land on a projectile you run it into the ground.
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− | *DC-6 and below: Gravity is a harsh mistress. Not only does it not let you go, but you land prone. If you were attempting to land on a projectile you run it into the ground.
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− | ====Run on Water====
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− | Moving across things that you normally fall into requires a keen sense of balance and a bit of momentum. You can move across liquids without sinking into them, but unlike a narrow ledge it is easiest to do this while running. The base DC for this check is 28, and already includes the DC adjustment for slightly slippery surfaces. It is modified by additional surface conditions as normal; choppy water might be considered light obstruction, for example. Generally you must begin outside or above the liquid to balance upon it, though it is possible to climb out of it with a sufficient check. Once you declare that you are using this ability you must use the minimum action listed in the check result, though you can use a more effective movement action if you like.
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− | Damage from spells or weapons still prompts an immediate check. The results of this check replace your original check if they are worse, indicating that the distraction caused you to miss a step. If you take damage after you have taken your turn, you fall in if your new check result requires a greater action than you used on your turn.
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− | You can use this ability to move over the surface of a damaging liquid, like acid or lava or whatever, but you’re not entirely protected from it. You take only minimum damage from the liquid, and are only required to make saves for conditions arising from exposure, not from immersion. This damage does not prompt a new acrobatics check.
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− | Note: In some really fantastic cases it’s possible for the Run on Water and the Cross Narrow Surface ability to apply to the same situation, such as when you need to walk on a narrow stream of water drifting through the void. In those cases, add the DC for the narrow width or the slant of the surface to the DC to Run on Water and subtract 5 from the total. This new DC is the DC to Run on Water on the surface in question, and all of the regular penalties and rules for running on liquids apply.
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− | '''Base DC:''' 28 + conditions<br>
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− | '''Check Result:'''
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− | *DC+10 and above: You need not use any movement action to remain balanced upon the liquid’s surface. You can really just stand there looking awesome if you want to. You may spend your turn on the liquid’s surface doing whatever you like, this writer recommends break dancing. You may also climb out of the liquid and balance atop it as a move action if you were swimming in it previously.
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− | *DC+5 to DC+9: You must use at least a move action to remain balanced upon the liquid’s surface. You may use your other action to do whatever you like. You may also climb out of the liquid and balance atop it as a double move action if you were swimming in it previously.
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− | *DC+0 to DC+4: You must use a Run action to remain balanced upon the liquid’s surface, even if the stream is only 10 feet wide. This uses up your turn, but keeps you dry.
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− | *DC-1 to DC-5: You must use a Run action to remain balanced upon the liquid’s surface, even if the stream is only 10 feet wide. Which is good, because you lose 15% of your maximum run distance for each point that you failed the check by. If you are still on the liquid’s surface when you reach the edge of your reduced run action, you fall in immediately. At that point you can begin swimming on your next turn.
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− | *DC-6 and below: You must use a Run action, but it doesn’t really help you. You fall in as soon as your feet try to balance on the surface of the liquid. You can begin swimming on your next turn.
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− | ===Rank 12 Uses===
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− | ====Dance on Clouds====
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− | Once you can run on water, dancing on clouds is the next step. With an acrobatics check you can run on clouds, smoke, exhaust, snowflakes, etc.; if you can see it in the air you can use it as a floor. The base DC is 30 and already includes the DC for slightly slippery surfaces (air is hard to keep in place), but should otherwise be modified by conditions as appropriate. This ability has the same action requirements and success thresholds as the Run on Water ability. Movement with this ability is subject to the same restrictions as the Air Walk spell, though inclines do increase the DC as indicated in the surface adjustments.
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− | In all other respects, including taking damage while using the ability and walking on a damaging cloud, this ability function as the Run on Water ability.
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− | '''Base DC:''' 30 + conditions<br>
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− | '''Check Result:''' As Run on Water ability
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− | ===Rank 14 Uses===
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− | ====Skip on air====
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− | After you can dance on clouds, it’s not really a stretch to skip on the air between them. With a DC 32 acrobatics you can balance on the air itself, no longer needing to see it to make things work. This DC already includes the DC for slightly slippery surfaces, but should otherwise be modified by conditions as appropriate. This ability has the same action requirements and success thresholds as the Run on Water ability. Movement with this ability is subject to the same restrictions as the Air Walk spell, though inclines do increase the DC as indicated in the surface adjustments.
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− | In all other respects, including taking damage while using the ability and walking on a damaging invisible gas, this ability function as the Run on Water ability.
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− | '''Base DC:''' 32 + conditions<br>
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− | '''Check Result:''' As Run on Water ability
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− | ===Rank 16 Uses===
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− | ====Ride the Rays====
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− | Even lightning will hold you up for a time. In addition to the physical objects that you can stand atop with your Light as a Feather ability, you can also balance upon rays and bolts of energy. Any energy or ray attack that requires an attack roll or line effect that allows a reflex save is a valid object for you to balance atop and ride, but requires a DC 37 acrobatics check to stay atop. This ability functions in all other ways as your Light as a Feather ability, including setup requirements.
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− | '''Base DC:''' 37<br>
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− | '''Check Result:''' As Light as a Feather ability, except as follows
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− | *DC-6 and below: Gravity is a harsh mistress. Not only does it not let you go, but you suffer full effects from the ray, bolt, or line effect you were attempting to balance upon, and do not get a save against it. You do not land prone, however, and that’s something right?
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− | ==Athletics==
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− | Key Attribute: [[Constitution]]
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− | The athletics skill is another movement skill. It allows you to ascend surfaces, swim through waters, or swing through a jungle on vines that would otherwise block you. [[#top|Return to Top]]
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− | ===Base DCs and Modifiers===
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− | {|class="d20 zebra" style="text-align:left;"
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− | !Climbing Surface DCs !! DC !! Example
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− | |Slope too steep to just walk up || 5 || Any slope between 45 and 60 degrees
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− | |Knotted rope || 10 || Like gym class; not attached to most grappling hooks
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− | |Wall with ledges || 15 || Rough wall, ship’s rigging
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− | |Unknotted rope || 15 || Attached to most grappling hooks
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− | |Wall with hand and foot holds || 20 || Very rough rocks, surface with pitons or carved holes
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− | |Uneven wall with narrow holds || 25 || Typical dungeon or ruin walls, brick buildings
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− | |Overhang with handholds || 30 || Butcher’s ceiling with meat hooks
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− | |Rough wall with no regular holds || 30 || Natural, smooth weathered rock
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− | |Rough overhang without handholds || 35 || Cavern ceiling
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− | |Perfectly smooth, flat wall || 35 || Wall of force
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− | |Perfectly smooth, flat overhang || 40 || Ceiling of force
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− | |}
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− | {|class="d20 zebra" style="text-align:left;"
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− | !Climbing DC Modifiers !! DC Modifier !! Example
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− | |Chimney Setup || -5* || There is another wall to brace against within reach of your<br>legs that is parallel to the one you are climbing (or your rope)
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− | |Corner Setup || -2* || There is another wall to brace against within reach of your<br>legs that is perpendicular to the one you are climbing
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− | |Slightly Slippery || +2* || Frozen ice without gloves, a wall damp with morning dew
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− | |Very Slippery || +5* || A wall covered in oil, rigging of a ship while it is raining
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− | |}
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− | {|class="d20 zebra" style="text-align:left;"
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− | !Swimming Condition DCs !! DC !! Example
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− | |Calm || 10 || Placid lake, calm sea, acid pool at the bottom of a trap
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− | |Rough || 15 || Average river, choppy sea, lava flow down a mountain
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− | |Stormy || 20 || Fast moving river, stormy sea, quicksilver flood in dungeon
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− | |Hurricane || 30 || Sea in a hurricane, raging river in a large storm
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− | |Tsunami || 40 || 50’+ surprise waves, flash floods
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− | |}
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− | {|class="d20 zebra" style="text-align:left;"
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− | !Swimmer DC Modifiers !! DC Modifier !! Example
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− | |Swimming, 1 hand occupied || +5* || Swimming with a long-sword in hand
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− | |Swimming, 2 hands occupied || +10* || Swimming with a short sword and a small shield
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− | |Treading water, 1 hand occupied || +0* || Treading water while casting spells or attacking with a dagger
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− | |Treading water, 2 hands occupied || +5* || Treading water while attacking with a greatsword
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− | |}
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− | {|class="d20 zebra" style="text-align:left;"
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− | !General Player Conditions !! DC Modifier
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− | |Fatigued || +2
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− | |Exhausted || +5
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− | |}
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− | <nowiki>*</nowiki>Do not stack condition modifiers arising from similar circumstances, like both slightly and very slippery. Simply use the most appropriate one. This is generally the largest applicable modifier.
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− | ===Untrained Uses===
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− | ====Climb and Hang====
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− | Walls and barriers are meant to be overcome, and it’s often easier to climb over it than smash it down. A slope is an inclined surface between 45 and 60 degrees, a wall is an inclined surface of 60 degrees or greater. As a move action, you can make an athletics check to move up, down, across, or even just remain in place on a wall or slope. Your rate of progress is determined by your check result, and you must spend a move action each round you are climbing even if you don't want to go anywhere. The DC for this check is found on the tables above and modified by conditions as appropriate. Note that regardless of your actual modifier, you can not even attempt to climb a slope or wall with a DC of 30 or greater at this time.
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− | You need both hands to make any progress while climbing. You may use one hand to steady yourself while attacking or casting a spell with your other hand, but you may not progress along the surface in the same round even if you have not used all of your actions. It is also basically impossible to charge while climbing unless you have another attack, like a bite or tail swipe. You are less able to dodge blows while you are holding on to a wall, and you are considered flatfooted while climbing. Additionally, you can not use a shield while climbing. If you take damage exceeding your athletics ranks while holding on to a surface you must immediately make a new check against the surface’s DC. Unlike the standard check, if you do not succeed on this check by matching or exceeding the DC you fall immediately from the space you took the damage. Additionally, taking any damage while climbing a surface ends your movement in the space where you were damaged, whether you pass the check or not.
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− | If you fall, catching yourself is difficult. The DC to catch yourself while falling past a wall is the wall’s climb DC + 10. The DC to catch yourself while sliding down a slope is the slope’s DC +5. You must have both hands free to attempt to grab a wall or slop you are falling past. If a friend is beneath you and makes a successful touch attack against you, he can attempt to stop your fall with an athletics check. These are all included in the check result table. Note that attempting to grab a wall or slope is a climb check, and so the penalties for failure of this check are the same as any other climb failure. This is why most climbers secure themselves with ropes and pitons.
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− | Long term climbing is very difficult if the conditions are too difficult for you to take 10 on the check; the likelihood of failing and falling to the bottom in as short a period as one minute is simply too high. If you can take 10 you probably won’t fall off if you’re not attacked, but instead you run the risk of fatigue. Unless you reach an area that in which you can sit comfortably or secure yourself to the side of the surface with rope and pitons or something similar, you can not rest while climbing. Because of this your greatest enemy while climbing a surface that isn’t particularly difficult is time.
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− | | |
− | Special: Creatures with a climb speed get a +5 bonus on this check, but do not need to make checks to move and always move their full climb speed as a move action. They are not restricted to keeping their limbs on the surface in any round that they wish to progress along it and may make attacks and move. Occasionally they will be required to make checks to avoid special hazards or perform special maneuvers, and they must make checks to remain attached to the surface if they take more that double their climb modifier in damage during one round. Climbing is no more tiring than walking for these creatures, and they may rest at any time while climbing a surface. They may take flat-out movement actions with their climb speed that otherwise mimic the run action.
| |
− | | |
− | '''Base DC:''' Surface DC + surface conditions<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: As a move action, you climb up one half to your base speed.
| |
− | :If you are falling past a wall you are able to grab on and end your fall.
| |
− | *DC+5 to DC+9: As a move action, you climb up to one quarter of your base speed.
| |
− | :If you are falling or sliding down a slope you are able to grab on and end your fall.
| |
− | :If you are attached to a wall you can successfully hold on while stopping a companion’s fall.
| |
− | *DC+0 to DC+4: As a move action, you climb up to one eighth of your base speed.
| |
− | :If you are attached to a slope you can successfully hold on while stopping a companion’s slide.
| |
− | *DC-1 to DC-5: You spend a move action attempting to make progress up the surface, but fail to do so. You just can’t quite find places to grip to move ahead. If you made this check in response to taking damage in excess of your athletics ranks, treat this result as if you had rolled the worse result below.
| |
− | *DC-6 and below: You thought you had a good hold, but were very wrong. You lose your hold of the surface, and begin falling.
| |
− | | |
− | ====Pull Up====
| |
− | If you’re hanging on the edge after a jump, or just want to pull yourself up over the ledge of that smooth wall, you do so with a move action and a DC is 15 + surface conditions athletics check. Pulling yourself up uses differing actions as indicated in the check results.
| |
− | | |
− | '''Base DC:''' 15 + surface conditions<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: You pull yourself up the ledge and stand up (if you want) as a free action.
| |
− | *DC+5 to DC+9: You pull yourself up the ledge and stand up (if you want) as a swift action.
| |
− | *DC+0 to DC+4: You pull yourself up the ledge and stand up (if you want) as a move action.
| |
− | *DC-1 to DC-5: You spend a move action attempting to pull yourself up, but don’t quite make it. You don’t fall off either, which is good.
| |
− | *DC-6 and below: You shift badly during the attempt, and lose your grip. You begin falling.
| |
− | | |
− | ====Swim====
| |
− | Sometimes the moat is too wide or you’ve walked the plank, and water is just one more obstacle to overcome. The swim ability is used to traverse liquids you can’t generally walk on, like water, acid, lava, and other fun things. Each round you are suspended in liquid, you must make one or more athletics checks. The DC is indicated in the table above, and modified by conditions as appropriate. If you do not wish to make any progress, you must spend an action to tread water. The action type is determined by your check result, but one tread water action will suffice for the round regardless of how you spend your other actions. If you want to make progress through the liquid, you must make a check as a move action. Your check result determines how quickly you move through the liquid. Note that regardless of your actual modifier, you can not even attempt to swim in conditions with a DC of 30 or greater at this time (which means you really should drop your two-handed sword in a stormy sea).
| |
− | | |
− | You need both hands to make significant progress while swimming. The penalties for not keeping your hands free are shown in the table above. You are less able to dodge blows while you are trying to pull and kick yourself through a liquid, and you are considered flatfooted while swimming. Additionally, you can not defend yourself with a shield while swimming unless you spend the round treading water. If you take damage exceeding your athletics ranks while swimming you must immediately make a new check against the current DC. Unlike the standard check, if you do not succeed on this check by matching or exceeding the DC your swim is interrupted and your immediately sink in space you took the damage. Taking any damage while swimming ends your movement in the space where you were damaged, whether you pass the check or not.
| |
− | | |
− | Long term swimming is very difficult if the conditions are too difficult for you to take 10 on the check; the likelihood of failing and sinking to the bottom in as short a period as one minute is simply too high. If you can take 10 you probably won’t drown if you’re not attacked, but instead you run the risk of fatigue. Unless you are skilled enough to tread water as a free action in the conditions, you can not rest while swimming. Because of this your greatest enemy in the water is time.
| |
− | | |
− | Special: Creatures with a swim speed get a +5 bonus on this check, but do not need to make checks to move and always move their full swim speed as a move action. They are not restricted to keeping their limbs free of implements while moving. Occasionally they will be required to make checks to avoid special hazards or perform special maneuvers, and they must make checks to remain in position if they take more that double their swim modifier in damage during one round. Swimming is no more tiring than walking for these creatures, and they may rest at any time while in liquid. They may take flat-out movement actions with their swim speed that otherwise mimic the run action.
| |
− | | |
− | '''Base DC:''' Surface DC + surface conditions<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: As a move action, you move up to your base speed through the liquid.
| |
− | *DC+5 to DC+9: As a move action, you move up to one half of your base speed through the liquid. You may tread water as a free action, which also allows you to rest if you’re so inclined.
| |
− | *DC+0 to DC+4: As a move action, you move up to one quarter of your base speed through the liquid. You may tread water as a swift action.
| |
− | *DC-1 to DC-5: As a move action you can to tread water. You don’t make any progress, but you don’t lose any either. If you made this check in response to taking damage in excess of your athletics ranks, treat this result as if you had rolled the worse result below.
| |
− | *DC-6 and below: You fail to stay at your current level in the liquid and begin to sink; if you were on the surface you probably have to hold your breath to avoid drowning. Good luck with the fishes.
| |
− | | |
− | ===Rank 4 Uses===
| |
− | | |
− | ====Brachiation====
| |
− | There are lots of places where it’s easier to swing around instead of walk. Swinging by your arms and occasional leg, you can move through tree branches, jungle vines, banquet hall chandeliers, complex monkey bars, etc. at half of your base land speed. This is considered a natural base speed so you can run and charge at no penalty, but you need both of your arms free to assist your movement. If one hand is full, you may only take a single move action in this fashion before you have to return to the ground. The objects used to brachiate must be able to swing within one square of each other to be usable for movement in this way.
| |
− | | |
− | ===Rank 6 Uses===
| |
− | | |
− | ====Combat Athlete====
| |
− | You’re getting the hang of moving in different ways while people try to fill you with arrows or spears or whatever. You are no longer flatfooted climbing or swimming.
| |
− | | |
− | ====Fleet of Foot and Arm====
| |
− | You are quite proficient at dragging and kicking yourself through liquids. You may swim in any conditions with a DC of 40 or less.
| |
− | | |
− | ====Touch of a Spider====
| |
− | Your fingers are amazing at finding things for you to grip. You may climb any surface with a DC of 40 or less.
| |
− | | |
− | ===Rank 8 Uses===
| |
− | | |
− | ====Arms of a Monkey====
| |
− | You’ve got some nice coordination and muscle strength. Your brachiation speed is now equal to your land speed. You may also brachiate with one hand occupied at half your base speed. The objects used to brachiate must still swing to within one square of each other.
| |
− | | |
− | ====Ein Hander====
| |
− | You only need one hand free to climb walls or swim. While swimming, you no longer suffer an increased DC if you have a hand occupied with a weapon or other implement. While climbing, you can still progress up a surface in the same round as you use your other hand for a non-climb action. You can also use both hands for an action while climbing, but you can not make any progress up the surface for that round. Additionally, you only need one hand free to catch yourself if you begin falling.
| |
− | | |
− | ====Zwei Hander====
| |
− | Just because you only need one hand free to climb or swim, doesn’t mean you should only keep one hand free. If you climb or swim with both hands free, you may take a flat out action similar to a run. You make only one check for the round, but quadruple the speed at which you would move with your result. As this is a flat out action, it tires you out as if you were running.
| |
− | | |
− | ===Rank 10 Uses===
| |
− | | |
− | ====Touch of a Gecko====
| |
− | Your fingers are amazing at finding things for you to grip. You may climb a surface of any DC; there really isn’t much that stops you.
| |
− | | |
− | ====Torpedo====
| |
− | You swim better than most fish. You can swim in any conditions regardless of DC.
| |
− | | |
− | ===Rank 14 Uses===
| |
− | | |
− | ====Like a Fish to Water====
| |
− | You’re extremely comfortable in the water now. You suffer no DC adjustments for swimming with both of your hands full. You also suffer no penalties for fighting underwater. You still have to manage breathing normally though.
| |
− | | |
− | ====Look, No Hands====
| |
− | Your toes, feet, and legs are very strong. You don’t need any hands free to climb walls, and can progress up a surface even while swinging a greatsword. You do not need any free hands to catch yourself if you begin falling.
| |
− | | |
− | ==Endurance==
| |
− | Key Attribute: [[Constitution]]
| |
− | | |
− | Endurance is a reactive skill, you will only roll it in response to outside stimuli. It allows you to ignore your own physical limits and push on despite aggravated wounds as well as push yourself beyond your endurance limits. [[#top|Return to Top]]
| |
− | | |
− | ===Untrained Uses===
| |
− | | |
− | ====Continue Running====
| |
− | You use this skill when you have exerted yourself to the point that you might become tired. Please see the revised action fatigue rules for additional information on this check, and resting afterwards.
| |
− | | |
− | The check results have been included here for ease of reference.
| |
− | | |
− | '''Base DC:''' 10 or difficult surface DC, +1 for each previous check since you were fully rested<br>
| |
− | '''Check Result:'''
| |
− | *DC+0 and above: You suffer no effects other than the increased DC of the next check.
| |
− | *DC-1 to DC-5: You suffer 2 points of subdual damage. In no case can this cause you to suffer more subdual damage than you have hit points. You still suffer the +1 DC increase to your check next round if you continue, in addition to the DC penalty for your subdual damage.
| |
− | *DC-6 and below: You suffer 4 points of subdual damage and become fatigued, and as such may no longer take any action at the flat-out pace, like the run action. If you were already fatigued, you instead become exhausted. If you are immune to fatigue, you become exhausted if you fail this check by this amount twice. The subdual damage caused by this result may bring your total subdual damage over your total current hit points.
| |
− | | |
− | ====Shrug Off Poison====
| |
− | Requires poison rewrite to be worthwhile, and is not included at this time.
| |
− | | |
− | ====Fight Off Disease====
| |
− | Requires disease rewrite to be worthwhile, and is not included at this time.
| |
− | | |
− | ===Rank 4 Uses===
| |
− | | |
− | ====Not… Finished… Yet…====
| |
− | The endurance skill may be used to fight off any lingering effects that would require a Fortitude save. This includes death effects like Finger of Death, petrification effects like Flesh to Stone, and other status effect inducing abilities. While it does include persistent damage over time effects that do not allow additional saves, it does not include instantaneous damage effects. If a spell contains both an instantaneous damage effect and a status effect, only the status effect may be fought with this ability. If you fail a save against such an effect you suffer the full effect immediately or the stunned condition, your choice.
| |
− | | |
− | The DC for this check is the save DC + the spell level, or 10 + CR + relevant stat mod. This check is a free action, made on your turn after suffering an eligible effect. The check results below indicate how you respond to the effect.
| |
− | | |
− | '''Base DC:''' Spell save DC + the spell level, or 10 + CR + relevant stat mod<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: You shrug off the effect as if you had made your saving throw, suffering all effects normally associated with a successful saving throw. You no longer need to make these checks, as there is nothing left to fight against from this effect.
| |
− | *DC+5 to DC+9: You are able to act normally this round, as you fight your debilitating condition back for now. You gain a +2 cumulative bonus to any future checks to resist the effect.
| |
− | *DC+0 to DC+4: You are able to take a standard action normally this round, as you work to keep your debilitating condition in check. You gain a +1 cumulative bonus to any future checks to resist the effect.
| |
− | *DC-1 to DC-5: You force yourself to get a swift action off normally this round, though you are gradually losing to your debilitating condition. You suffer a -1 cumulative penalty to any future checks to resist the effect. If your total penalty reaches -5 you immediately suffer the full effects of the spell or ability and may no longer make checks to resist it.
| |
− | *DC-6 and below: You are unable to rally yourself to take any action free of the effect this round, instead suffering fully under your debilitating condition. You suffer a -2 cumulative penalty to any future checks to resist the effect. If your total penalty reaches -5 you immediately suffer the full effects of the spell or ability and may no longer make checks to resist it.
| |
− | | |
− | ====Suck It Up====
| |
− | Some hazards and battles will be painful, and you can ignore that pain to some degree. With a swift action to steady yourself, and an endurance check, you can ignore the movement reducing penalties of caltrops and similar feet attacking effects. You can also take a strenuous action at 0hp without incurring the standard 1 point of damage. The DC for this check is 20, and the results of your check are indicated in the table below.
| |
− | | |
− | '''Base DC:''' 20<br>
| |
− | '''Check Result:'''
| |
− | *DC+5 and above: You suffer no effects from your injured condition for up to 1 minute. After this time you must make another check if the condition persists.
| |
− | *DC+0 to DC+4: You suffer no effects from your injured condition this round. After this time you must make another check if the condition persists.
| |
− | *DC-1 to DC-5: You suffer the full effects of your injured condition this round. Since you probably made this check before you took any action, you should act appropriately. You may make another attempt to ignore your condition next round.
| |
− | *DC-6 and below: In addition to suffering the full effects of your injuries this round, you also suffer 1 point of bleeding damage as you reopen wounds accidentally. If you’re still conscious, you may make another attempt to ignore your condition next round.
| |
− | | |
− | ====Tri-Athlete====
| |
− | Before there were bikes, there was rock climbing. Adventurers ran and climbed and swam, and they did it for long periods. You can move flat-out for two rounds per point of your Constitution score, and after you reach this limit you make checks for each additional two rounds of flat-out action. This also means that you can move at a hustle for two minutes per point and take unhurried paced actions for 20 minutes per point. The base DC for fatigue checks after this point is 15 or the DC of the terrain you’re crossing +5, whichever is less, modified as usual by subdual damage and previous checks since last rest. The results of this check appear in the check result table below.
| |
− | | |
− | To become fully rested after an exertion, you must rest for 1 round per round of flat-out action or 2 minutes, whichever is less. Fatigue is eliminated after just 1 minute of rest, or when you are fully rested (whichever occurs first). Exhaustion reduces to fatigue after only five minutes, and it must still be cleared before you any rest counts towards resetting your exertion levels or towards any bonus to continued exertion checks. Any subdual damage acquired will need to heal normally and does not heal at all during any hour in which you acquire more of it. If you begin exerting yourself before you have become fully rested, you gain a +1 bonus to your check for every 2 rounds spent resting, but must begin making checks as soon as you have moved the equivalent of 2 rounds at a flat-out pace.
| |
− | | |
− | This ability supersedes the standard running rules.
| |
− | | |
− | '''Base DC:''' 15 or difficult surface DC+5, +1 for each previous check since you were fully rested<br>
| |
− | '''Check Result:'''
| |
− | *DC+0 and above: You suffer no effects other than the increased DC of the next check.
| |
− | *DC-1 to DC-5: You suffer 4 points of subdual damage. In no case can this cause you to suffer more subdual damage than you have hit points. You still suffer the +1 DC increase to your check next round if you continue, in addition to the DC penalty for your subdual damage.
| |
− | *DC-6 and below: You suffer 8 points of subdual damage and become fatigued, and as such may no longer take any action at the flat-out pace, like the run action. If you were already fatigued, you instead become exhausted. If you are immune to fatigue, you become exhausted if you fail this check by this amount twice. The subdual damage caused by this result may bring your total subdual damage over your total current hit points.
| |
− | | |
− | ===Rank 8 Uses===
| |
− | | |
− | ====Paragon Athlete====
| |
− | Tri-athletes speak of you in hushed tones, marveling at your prowess. You can move flat-out for one minute per point of your Constitution score, and after you reach this limit you make checks for each additional minute of running. This also means that you can hustle for ten minutes per point and walk for 100 minutes per point; you can probably stop worrying about walking at this point. The base DC for fatigue checks after this point is 20 or the DC of the terrain you’re crossing +10, whichever is less, modified as usual by subdual damage and previous checks since last rest. The results of this check appear in the check result table below.
| |
− | | |
− | To become fully rested after an exertion, you must rest for 7 rounds per minute of flat-out action or 8 minutes, whichever is less. Fatigue is eliminated after just four minutes of rest, or when you are fully rested (whichever occurs first). Exhaustion reduces to fatigue after ten minutes, and it must still be cleared before you any rest counts towards resetting your exertion levels or towards any bonus to continued exertion checks. Any subdual damage acquired will need to heal normally and does not heal at all during any hour in which you acquire more of it. If you begin exerting yourself before you have become fully rested, you gain a +1 bonus to your check for every seven rounds spent resting, but must begin making checks as soon as you have moved the equivalent of a minute at a flat-out pace.
| |
− | | |
− | This ability supersedes the standard running rules and the Tri-Athlete ability.
| |
− | | |
− | '''Base DC:''' 20 or difficult surface DC+10, +1 for each previous check since you were fully rested<br>
| |
− | '''Check Result:'''
| |
− | *DC+0 and above: You suffer no effects other than the increased DC of the next check.
| |
− | *DC-1 to DC-5: You suffer 6 points of subdual damage. In no case can this cause you to suffer more subdual damage than you have hit points. You still suffer the +1 DC increase to your check next round if you continue, in addition to the DC penalty for your subdual damage.
| |
− | *DC-6 and below: You suffer 12 points of subdual damage and become fatigued, and as such may no longer take any action at the flat-out pace, like the run action. If you were already fatigued, you instead become exhausted. If you are immune to fatigue, you become exhausted if you fail this check by this amount twice. The subdual damage caused by this result may bring your total subdual damage over your total current hit points.
| |
− | | |
− | ===Rank 12 Uses===
| |
− | | |
− | ====Marathon Machine====
| |
− | You can move flat-out for ten minutes per point of your Constitution score, or hustle for 100 minutes per point. Again, that’s about the point where you can stop tracking hustling time. When you have run to that limit, you must make an Endurance check, and an additional one for each additional ten minutes that you move flat-out. The DC for this check is 25 or the DC of the terrain you are crossing +15, whichever is less, modified as normal for any subdual damage taken or previous checks. The results of this check appear in the check result table below.
| |
− | | |
− | To become fully rested after an exertion, you must rest for half the time you moved at a flat-out rate or an hour, whichever is less. Fatigue is eliminated after 20 minutes of rest, or when you are fully rested (whichever occurs first). Exhaustion reduces to fatigue after 15 minutes, and it must still be cleared before you any rest counts towards resetting your exertion levels or towards any bonus to continued exertion checks. Any subdual damage acquired will need to heal normally and does not heal at all during any hour in which you acquire more of it. If you begin exerting yourself before you have become fully rested, you gain a +1 bonus to your check for every five minutes spent resting, but must begin making checks as soon as you have moved the equivalent of ten minutes at a flat-out pace.
| |
− | | |
− | This ability supersedes the standard running rules as well as the Tri-Athlete and Paragon Athlete abilities.
| |
− | | |
− | '''Base DC:''' 25 or difficult surface DC+15, +1 for each previous check since you were fully rested<br>
| |
− | '''Check Result:'''
| |
− | *DC+0 and above: You suffer no effects other than the increased DC of the next check.
| |
− | *DC-1 to DC-5: You suffer 8 points of subdual damage. In no case can this cause you to suffer more subdual damage than you have hit points. You still suffer the +1 DC increase to your check next round if you continue, in addition to the DC penalty for your subdual damage.
| |
− | *DC-6 and below: You suffer 16 points of subdual damage and become fatigued, and as such may no longer take any action at the flat-out pace, like the run action. If you were already fatigued, you instead become exhausted. If you are immune to fatigue, you become exhausted if you fail this check by this amount twice. The subdual damage caused by this result may bring your total subdual damage over your total current hit points.
| |
− | | |
− | ===Rank 14 Uses===
| |
− | | |
− | ====Chase the Setting Sun====
| |
− | Your races are the things of legend, lasting longer than most people can stay awake. You can move flat-out for an hour per point of your Constitution score. When you have run to that limit, you must make an Endurance check, and an additional one for each additional hour that you move flat-out. The DC for this check is 30 or the DC of the terrain you are crossing +20, whichever is less, modified as normal for any subdual damage taken or previous checks. The results of this check appear in the check result table below.
| |
− | | |
− | You must rest for the half the duration of your run or 8 hours, whichever is less, before you are fully rested and can run in this fashion again; most characters just sleep it off at this point. Fatigue is eliminated after 30 minutes of rest, or when you are fully rested (whichever occurs first). Exhaustion reduces to fatigue after 15 minutes, and it must still be cleared before you any rest counts towards resetting your exertion levels or towards any bonus to continued exertion checks. Any subdual damage acquired will need to heal normally and does not heal at all during any hour in which you acquire more of it. If you begin exerting yourself before you have become fully rested, you gain a +1 bonus to your check for every half hour spent resting, but must begin making checks as soon as you have moved the equivalent of an hour at a flat-out pace.
| |
− | | |
− | This ability supersedes the standard running rules as well as all of the other ones above.
| |
− | | |
− | '''Base DC:''' 30 or difficult surface DC+20, +1 for each previous check since you were fully rested<br>
| |
− | '''Check Result:'''
| |
− | *DC+0 and above: You suffer no effects other than the increased DC of the next check.
| |
− | *DC-1 to DC-5: You suffer 8 points of subdual damage. In no case can this cause you to suffer more subdual damage than you have hit points. You still suffer the +1 DC increase to your check next round if you continue, in addition to the DC penalty for your subdual damage.
| |
− | *DC-6 and below: You suffer 16 points of subdual damage and become fatigued, and as such may no longer take any action at the flat-out pace, like the run action. If you were already fatigued, you instead become exhausted. If you are immune to fatigue, you become exhausted if you fail this check by this amount twice. The subdual damage caused by this result may bring your total subdual damage to exactly equal your total current hit points, but it can not cause you to fall unconscious.
| |
− | | |
− | ==Escape Artistry==
| |
− | Key Attribute: [[Dexterity]]
| |
− | | |
− | Escape Artistry is an active skill that you can use to remove yourself from tight situations. With it you can escape bindings or grapples, slip through tight spaces, and even move without passing through the intermediate space.
| |
− | | |
− | ===Special===
| |
− | The notes in this section will reference sizes for a typical, humanoid medium creature. For larger creatures, simply double these numbers once for each size increase. For smaller creatures, simply halve for each size decrease. Unfortunately, your DM will have to guess at gaps for non-humanoid creatures if it ever comes up, there are just too many things to consider.
| |
− | | |
− | ===Untrained Uses===
| |
− | | |
− | ====Escape Magic’s Embrace====
| |
− | The escape artistry skill may be used to fight off any lingering effects that would require a Reflex save. This will most often be applied against a binding effect that does not specifically allow for escape artistry checks to escape; if a spell or effect already includes references to escape artistry those references supersede this ability. Web, for example, is not affected by this ability because it already includes an escape artistry clause. This ability also works against persistent damage over time effects that do not allow additional saves, but it does not include instantaneous damage effects. If a spell contains both an instantaneous effect and a duration or permanent based effect, only the duration based or permanent effect may be fought with this ability. If you fail a save against such an effect you suffer the full effect immediately or the stunned condition (even if immune), your choice.
| |
− | The DC for this check is the save DC + the spell level, or 10 + CR + relevant stat mod. This check is a free action, made on your turn after suffering an eligible effect. The check results below indicate how you respond to the effect.
| |
− | | |
− | '''Base DC:''' save DC + the spell level, or 10 + CR + relevant stat mod<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: You shrug off the effect as if you had made your saving throw, suffering all effects normally associated with a successful saving throw. You no longer need to make these checks, as there is nothing left to fight against from this effect.
| |
− | *DC+5 to DC+9: You are able to act normally this round, as you fight your debilitating condition back for now. You gain a +2 cumulative bonus to any future checks to resist the effect.
| |
− | *DC+0 to DC+4: You are able to take a standard action normally this round, as you work to keep your debilitating condition in check. You gain a +1 cumulative bonus to any future checks to resist the effect.
| |
− | *DC-1 to DC-5: You force yourself to get a swift action off normally this round, though you are gradually losing to your debilitating condition. You suffer a -1 cumulative penalty to any future checks to resist the effect. If your total penalty reaches -5 you immediately suffer the full effects of the spell or ability and may no longer make checks to resist it.
| |
− | *DC-6 and below: You are unable to rally yourself to take any action free of the effect this round, instead suffering fully under your debilitating condition. You suffer a -2 cumulative penalty to any future checks to resist the effect. If your total penalty reaches -5 you immediately suffer the full effects of the spell or ability and may no longer make checks to resist it.
| |
− | | |
− | ====Slip Grapple====
| |
− | Instead of trying to overpower a grappler, you can just try to wriggle free. You also use this skill to escape entangling effects of all kinds. This use of escape artistry is a move action. The places where you can use this skill in place of a grapple check are covered in the Combat section. Spells or conditions that allow or require use of this skill will note it in their descriptions.
| |
− | | |
− | '''Base DC:''' Determined by grappler or spell<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: If you were pinned, you immediately escape both the pin and the grapple. Otherwise, you just escape the grapple, but may stand as a free action.
| |
− | *DC+0 to DC+9: If you were pinned, you are merely grappled now. If you were grappled, you are now free.
| |
− | *DC-1 and below: You fail to make any change in your circumstance, remaining as grappled as you previously were.
| |
− | | |
− | ===Rank 1 Uses===
| |
− | | |
− | ====Pass Tight Space====
| |
− | Any space that you can fit both your head and shoulders into is a space that anyone can crawl or wiggle through. For medium creatures, these spaces are generally sized 2’ x 2’ down to 1’ x 1 ½’. They can generally fit their head and shoulders through this size gap, but can not walk or crawl through it. To move through such a space, you must make an escape artist check each round. The DC for this check is only 10, and your progress is determined by your check result as indicated in the table below. You may not run or charge while wriggling on your belly like a worm.
| |
− | | |
− | '''Base DC:''' 10<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: You may move up to your base speed as a move action, or twice your base speed as a full-round action.
| |
− | *DC+5 to DC+9: You may move up to half your base speed as a move action, or your base speed as a full round action.
| |
− | *DC+0 to DC+4: You may move one square as a move action, or two as a full round action.
| |
− | *DC-1 to DC-5: You may move one square as a full round action. Progress is slow.
| |
− | *DC-6 and below: You fail to make any progress this round.
| |
− | | |
− | ===Rank 4 Uses===
| |
− | | |
− | ====Pass Compressed Space====
| |
− | While anyone can move through a space that you can fit both your head and shoulders into, you can actually move through spaces where your head fits and your shoulders don’t. For medium creatures, these spaces are generally sized 1’ x 1 ½’ down to 6” x 6”. They can generally fit their head through this size gap but not their shoulders. To move through such a space, you must make an escape artist check each round. The DC for this check is 20, and your progress is determined by your check result as indicated in the Pass Tight Space table.
| |
− | | |
− | '''Base DC:''' 20<br>
| |
− | '''Check Result:''' As ''Pass Tight Space'' ability
| |
− | | |
− | ====Slip Bindings====
| |
− | Ropes and manacles can’t keep you bound. With an Escape Artistry check you can escape manacles (DC 20), masterwork manacles (DC 25), being wrapped in chains (DC 30), being triple wrapped and extra locked in chains (DC 35), exotic knotted rope bindings (DC set by binder, see the Survival skill), or whatever else someone can think of to tie you up with. In each case, you ignore the lock or other binding knot and just shift enough that you are free of containment. The amount of time required depends on your check result, according to the check results below.
| |
− | | |
− | Once you have escaped a set of bindings, it is not actually apparent to a cursory examination unless you do something that makes it very obvious. You can drop your bindings as a free action at any time after you successfully escape. If you wish to hide that you have escaped your bonds from a more thorough examination, you will need to beat your examiner’s perception check with your own legerdemain or disguise check (these checks can be made untrained).
| |
− | | |
− | '''Base DC:''' Set by bindings<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: You escape the binding in just 1 round, which leaves you lots of time to get away or set up your revenge.
| |
− | *DC+5 to DC+9: You escape the binding in 4 rounds.
| |
− | *DC+0 to DC+4: It takes you 10 full rounds to finally get out of the bindings, but at least you got them off.
| |
− | *DC-1 to DC-5: You spend 10 full rounds trying to get free, but fail to succeed.
| |
− | *DC-6 and below: You struggle for 10 full rounds only to pull something, throw your shoulder out, or otherwise suffer a related injury. This deals 1d6 points of subdual damage as well as a -2 penalty to checks to escape these bindings within the next 24 hours. Every time you attempt to slip this set of binding again and get a result this poor the damage is doubled, so your second failure deals 2d6 subdual damage, your third failure deals 4d6, and so on. Your penalty does not increase from repeated failures.
| |
− | | |
− | ===Rank 8 Uses===
| |
− | | |
− | ====Slip Magic’s Grasp====
| |
− | Magic walls aren’t as perfect as they appear, if you know how to time it you can slip right through them. With a swift action to get the timing right, you can temporarily reduce the effect any temporary wall generated by magic would have on you. This reduction is very temporary, lasting only for a single move action, and as such it is most often taken during a move action. The DC for this check is 15 + Caster Level, and the effect is reduced as indicated in the table below. You have no special ability to pass through normally permanent walls generated by magic (such as a wall of stone or iron), though a wall with a duration extended to permanent through the permanency spell (or similar trick) is perfectly fair game.
| |
− | | |
− | '''Base DC:''' 15 + Caster Level<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: You suffer neither damage nor effect from passing near or through the wall during this movement. It may as well not even be there for you.
| |
− | *DC+5 to DC+9: You suffer no effect for passing near the wall, and only suffer the “passing near” effect when you move through it during this movement. You may pass through solid walls without effort.
| |
− | *DC+0 to DC+4: You suffer full effects of passing near the wall, but still only suffer the passing near effect if you move through it during this movement. If a wall is solid, like a wall of force, it is treated as difficult terrain instead.
| |
− | *DC-1 to DC-5: You gain no special benefit against the wall, and suffer full effects of passing near or through it during this movement. This also means you can not pass through solid walls on this move.
| |
− | *DC-6 and below: You got your timing as far off as you possibly could. You suffer a maximized effect from passing near or through the wall. If the wall is solid, you also fall prone when you try to pass through it.
| |
− | | |
− | ===Rank 10 Uses===
| |
− | | |
− | ====Pass Miniscule Opening====
| |
− | Some spaces, like prison bars, are designed to be open while stopping people from moving through them. Even these gaps, so small that your head shouldn’t even fit don’t stop you anymore. These openings can be very, very small (2” x 2” for a medium creature). To move through such a space, you must make an escape artist check each round. The DC for this check is 26, and your progress is determined by your check result as indicated in the table below.
| |
− | | |
− | '''Base DC:''' 26<br>
| |
− | '''Check Result:'''
| |
− | *DC+10 and above: You may move up to half your base speed as a move action, or your base speed as a full-round action. You may not run or charge while pouring yourself through a miniscule hole.
| |
− | *DC+5 to DC+9: You may move up to a quarter your base speed as a move action, or your half base speed as a full round action.
| |
− | *DC+0 to DC+4: You may move 2 1/2” as a move action, or one full square as a full round action.
| |
− | *DC-1 to DC-5: You may move 1” as a full round action. Progress is very slow when you’re smooshing your head places it shouldn’t go.
| |
− | *DC-6 and below: You fail to make any progress this round.
| |
− | | |
− | ===Rank 14 Uses===
| |
− | | |
− | ====Slip Between Space====
| |
− | You can even slip between space itself now, travelling a fair distance in a single step and ignoring the interposing obstacles. As a move action, you may attempt to step from your space to a target space up to 4 times your base speed away. You do not need to see the space, you can simply give a direction and a distance. This requires an escape artistry check, but if it is successful you move directly to the target space. You must be able to move freely to use this ability, and can not use it while held, restrained, or even while attempting to pass a tight space.
| |
− | | |
− | Sometimes your timing will be off and you’ll just get near the space and you may wind up in an occupied or unyielding space. Landing in an occupied space provokes attacks of opportunity. Landing in a space mostly or completely filled with a substance that can not adjust for you (like rock) shunts you into the nearest open space, though you suffer 1d6 damage for every 5’ that you must move to reach it.
| |
− | | |
− | '''Base DC:''' 25 + 1 for each square of movement<br>
| |
− | '''Check Result:'''
| |
− | *DC+5 and above: You reach your target space. If it happens to be occupied, you do not provoke attacks of opportunity. If it happens to be filled and unyielding, you are shunted up to 10’ before you begin to incur damage.
| |
− | *DC+0 to DC+4: You reach your target space. I hope it is empty.
| |
− | *DC-1 to DC-5: You get close to your target square, but don’t quite make it. Roll 1d8 to determine which direction from your target space you wind up in, with 1 being straight back at you and 2 through 8 counting clockwise around the space. You appear 1 space, plus 1 additional space for every 20’ away your target space was from your starting space, in the indicated direction.
| |
− | *DC-6 and below: You don’t get anywhere near your target square. Roll 1d8 to determine which direction from your target space you wind up in, with 1 being straight back at you and 2 through 8 counting clockwise around the space. You appear 2 spaces, plus 1 additional space for every 10’ away your target space was from your starting space, in the indicated direction.
| |
− | | |
− | ==Jump==
| |
− | Key Attribute: [[Strength]]
| |
− | | |
− | The Jump skill is a movement skill. It allows you to cross gaps in floors, reach high ledges, or cross large distances quickly.
| |
− | | |
− | ===Check Modifiers===
| |
− | | |
− | {| class="zebra d20"
| |
− | |-
| |
− | !align="left" | Condition !! Check Modifier
| |
− | |-
| |
− | | align="left" | Standing Start || -8
| |
− | |-
| |
− | | align="left" | Walking Start || -5
| |
− | |-
| |
− | | align="left" | Running Start || 0
| |
− | |-
| |
− | | align="left" | Base Speed > 30 || align="left" | +1 per 10 feet greater than 30
| |
− | |-
| |
− | | align="left" | Base Speed < 30 || align="left" | -1 per 5 feet less than 30
| |
− | |}
| |
− | | |
− | {| class="zebra d20"
| |
− | |-
| |
− | !align="left" | Creature Size !! Vertical Reach !! Running Start<sup>1</sup> !! Walking Start<sup>2</sup>
| |
− | |-
| |
− | | align="left" | Colossal || 128 ft. || 75 ft. || 60 ft.
| |
− | |-
| |
− | | align="left" | Gargantuan || 64 ft. || 60 ft. || 45 ft.
| |
− | |-
| |
− | | align="left" | Huge || 32 ft. || 45 ft. || 60 ft.
| |
− | |-
| |
− | | align="left" | Large || 16 ft. || 30 ft. || 20 ft.
| |
− | |-
| |
− | | align="left" | Medium || 8 ft. || 20 ft. || 15 ft.
| |
− | |-
| |
− | | align="left" | Small || 4 ft. || 15 ft. || 10 ft.
| |
− | |-
| |
− | | align="left" | Tiny || 2 ft. || 10 ft. || 5 ft.
| |
− | |-
| |
− | | align="left" | Diminutive || 1 ft. || 5 ft. || -
| |
− | |-
| |
− | | align="left" | Fine || 1/2 ft. || 5 ft. || -
| |
− | |-
| |
− | | colspan="4" class="foot" |
| |
− | # Minimum distance to be considered to have a running start.
| |
− | # Minimum distance to be considered to have a walking start.
| |
− | |}
| |
− | | |
− | ===General Notes===
| |
− | Most jump abilities are modified by the type of start you have before you attempt the jump. The table above indicates the distance you must move in order to qualify for the listed start type. This movement must be in the same direction as the jump, and must occur immediately before you make the jump. If you have an ability that allows you to make a turn while taking a run or charge action, only the last 5 feet must be in the same direction as the jump. You can use up to two sequential move actions to move a sufficient distance to qualify for a start type.
| |
− | | |
− | Also note that there you can achieve some large heights with this jump skill. A character does not suffer falling damage for landing from one of their own jumps unless they land below the elevation they jumped from. In that case, they only suffer damage for the difference in elevation. They still suffer damage from falls as normal even if they could easily jump such a height, the preparation for the jump is not there to mitigate the fall in these cases.
| |
− | | |
− | ===Untrained Uses===
| |
− | ====High Jump====
| |
− | Climbing isn’t as convenient as simply jumping over when the wall in your path is more of a razor fence. Likewise, you may not have time to climb up to the balcony before the demon hordes overwhelm you. A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead, and is useful in situations like these. At this level of training you lack finesse with your jumps, and don't have precise control over how far you go. When you make a high jump, you clear a height equal to your check result divided by 4. Note that this means it is possible to jump higher than you really want to.
| |
− | | |
− | Creatures also have vertical reach that allows them to grasp significantly higher than their jump check as shown on the table above. This reach is added to their vertical jump distance to determine the maximum height they can reach with their hands. Thus, a medium creature with a speed of 30 only needs a DC 16 jump check to clear 4 feet, allowing him to hop over a 4 foot wall or reach up 10 feet into the air (4 feet of clearance + 6 feet of reach). Creatures that are longer than they are tall, like panthers and most quadrupeds, are generally treated as one category smaller though exceptions exist.
| |
− | | |
− | A high jump check is generally made as part of a move or run action. Attempting a high jump from a standing start uses a move action on its own, however. If you have a running start, you travel a horizontal distance equal to half your high jump distance while in the air. This movement is along the same line as your running or walking start. You can halve this horizontal distance by accepting a -2 penalty, or eliminate it by accepting a -4 penalty to your jump check. If you have a walking start, you travel a distance equal to one-quarter your high jump distance while in the air instead. This movement is also along the same line as your walking start, but may be eliminated by accepting a -2 penalty. This horizontal movement counts against the move you have remaining from your move action. If your horizontal movement would cause you to exceed your movement for the action, you must use another move action or land prone. If you run out of movement and actions in a round you simply land prone in the expected space at the end of your turn; a high jump is always resolved on the same turn it is initiated.
| |
− | | |
− | You may make multiple jumps as part of a move or run action, so long as the total horizontal distance you move does not exceed your maximum base move for the actions you use to jump. Horizontal movement during a jump counts towards maintaining or reaching a running start. You must spend 5 feet of movement on the ground between jumps to maintain your inertia, however. This holds true over multiple rounds as well, so long as you don’t take any action aside from moving or jumping. Failing to move at least 5 feet on the ground after a jump turns a running start into a walking one, and a walking start into a standing start.
| |
− | | |
− | Base DC: None. The height of your jump is determined by your check result.<br>
| |
− | Check Result: You clear a height equal to your modified check result divided by 4.
| |
− | | |
− | ====Hop Up====
| |
− | Hopping up onto a counter or table is a special case of the high jump, and is often used in bar fights to get up on tables for a quick height advantage. The DC to hop up onto any object between knee and waist high is 10. Like the high jump, this vertical movement is free, but you do still have to have the movement to step onto the surface. This special hop does not require a running or walking start, and does not benefit from one.
| |
− | | |
− | Base DC: 10<br>
| |
− | Check Result: You hop up onto a surface between knee and waist high.
| |
− | | |
− | ====Long Jump====
| |
− | Pits and moats are meant to be overcome as well, and if you can jump them it’s easy to ignore them and more on. A long jump is a horizontal jump useful for bypassing these sorts of hazards. At this level of training you lack finesse with your jumps, and don't have precise control over how far you go. When you make a long jump, you clear a distance equal to your check result, and yes this means you can overshoot a small landing area.
| |
− | | |
− | If you voluntarily your check result by 5, you land at the reduced distance standing on your feet. If you do not accept this reduction, or can't do it and still clear the gap, you land on the other side prone. If your check is short the required distance by less than your reach (as determined by the table above), you can make a DC 15 reflex save to grab the ledge. See the ''Pull Up'' athletics ability for information on getting up from there.
| |
− | | |
− | At the midpoint of a long jump, you attain a vertical height equal to one-quarter of the horizontal distance. You may reduce this height to one-eighth of the horizontal distance by taking a -4 penalty, or eliminate the horizontal distance entirely by accepting a -8 penalty to your jump check.
| |
− | | |
− | A long jump may be part of a move action, or it may be a move action on its own. As long as the jump distance doesn't exceed the distance you would normally be able to cover with movement actions, such as a single-move, a double-move or charge, or even a run action, then the jump (or jumps) is considered part of those actions and does not require an action to perform. If you are not taking a run action, you roll a long jump that exceeds your base movement, and you have a move action remaining to spend, then that jump is considered to take an action on it's own. If you have any remaining movement from the move action before your very long jump you may finish it after you land. If you roll a jump that exceeds your base move and you do not have any actions to spend on it then you land prone.
| |
− | | |
− | If you land a long jump on your feet, you may make additional long jumps as if you had a running start without making additional land movement. This holds true over multiple rounds as well, so long as you don’t take any action aside from moving or jumping.
| |
− | | |
− | Base DC: None. The distance of your jump is determined by your check result.<br>
| |
− | Check Result: You clear a distance equal to your modified check result.
| |
− | ===Rank 1 Uses===
| |
− | ====Landing====
| |
− | You no longer have to reduce your check result by 5 to land a long jump on your feet. You still land prone if you exceed movement limitations as indicated in the jump abilities.
| |
− | | |
− | ===Rank 4 Uses===
| |
− | ====Competent Jumper====
| |
− | You do not have to jump the full length of your jump check result. From now on, you can simply roll a jump check and choose to move any distance equal to or less than the distance indicated by your check result.
| |
− | | |
− | ===Rank 6 Uses===
| |
− | ====Champion High Jumper====
| |
− | The DC for a high jump is reduced to twice the height (in feet). This effectively doubles your high jump range.
| |
− | | |
− | ===Rank 8 Uses===
| |
− | ====Atlas Long Jump====
| |
− | The maximum distance you can cover with your long jumps is no longer equal to your check result. From now on, you will use the following table to determine your maximum long jump distance.
| |
− | | |
− | {| class="d20 zebra" style="text-align:left"
| |
− | !Check Result !! Distance
| |
− | |-
| |
− | |0 to 20 || 1 1/4 feet for every point of your result (0-25 ft.)
| |
− | |-
| |
− | |21 to 30 || 25 feet, plus 2 1/2 feet for every point over 20 (26-50 ft.)
| |
− | |-
| |
− | |31 to 40 || 50 feet, plus 5 feet for every point over 30 (51-100 ft.)
| |
− | |-
| |
− | |41 to 50 || 100 feet, plus 10 feet for every point over 40 (101-200 ft.)
| |
− | |-
| |
− | |51 to 60 || 200 feet, plus 20 feet for every point over 50 (201-400 ft.)
| |
− | |-
| |
− | |61+ || 400 feet, plus 40 feet for every point over 60 (401+ ft.)
| |
− | |}
| |
− | | |
− | ===Rank 10 Uses===
| |
− | ====Atlas High Jump====
| |
− | The DC for your high jumps is no longer equal to twice the height. Instead, the DC is equal to the DC of a long jump with a length equal to twice the height. So double the height, and use the table above to determine the DC as if it were a long jump.
| |
− | | |
− | ===Rank 12 Uses===
| |
− | ====Leap of the Winds====
| |
− | There is no limit to the number of Jumps you can make in a round that exceed your base move, though each jump that exceeds your base move still uses an individual move action. Any round in which you make more than one jump in this fashion you are considered to be running.
| |
− | | |
− | ===Rank 14 Uses===
| |
− | ====Leap of the Heavens====
| |
− | The DC for your high jumps is now equal to the DC for your long jumps. Go jump at some dragons.
| |
− | | |
− | ==Legerdemain==
| |
− | Key Attribute: [[Dexterity]]
| |
− | | |
− | Legerdemain is an active skill involving distraction, deception, and dexterity. With it you can trick people in combat, lighten pockets, poison drinks, conceal weapons on your person, and perform other feats of misdirection. [[#top|Return to Top]]
| |
− | | |
− | ===Check Modifiers===
| |
− | | |
− | {| class="d20 zebra" style="text-align:left;"
| |
− | ! Situation !! Check Result<br>Modifier !! Example
| |
− | |}
| |
− | | |
− | ===Untrained Uses===
| |
− | ====Feint====
| |
− | The legerdemain skill is used to Feint in combat, tricking your opponent into opening themselves to your attacks. Contrary to what the text says in the SRD, you do not use Bluff for this ability (at least not with this revision). See the section on feinting in combat for more information.
| |
− | | |
− | ===Rank 1 Uses===
| |
− | ====Conceal Object====
| |
− | Hiding contraband on yourself so you can walk it through a checkpoint or carry it into a peace treaty is a time-honored tradition. As a full-round action, you can hide an object on your person. Your check result, modified by circumstances as in the table above and the size of he item, sets the Perception DC for someone to find the hidden object while searching you. You can also hide object on any other willing or helpless target, but the adjustments for item size are made against their size.
| |
− | | |
− | Retrieving an hidden object is a full-round action unless the object was placed to be easily retrievable, in which case it can be retrieved with whatever action you would need to draw a weapon. Retrievable items are of course easier for someone else to notice.
| |
− | | |
− | '''Base DC:''' None.<br>
| |
− | '''Check Result:''' Your check result is used as the base Perception DC for someone to notice the object you are attempting to hide. Modify your check result with the above table.
| |
− | | |
− | ===Rank 4 Uses===
| |
− | ====Conceal Action====
| |
− | | |
− | {{sidebar |Things to conceal... |You can use the Conceal Action ability for a ''lot'' of things. Simple sleight of hand like coin palming, card tricks, swapping a card with the one up your sleeve, and cheating at Three-card Monte is well within the scope of the ability. You can use it for more nefarious things like slipping poison into a cup while carrying it, trying to pickpocket someone, or hiding the fact that you’re holding a knife to someone’s back from the rest of the public. You can use it to hide that you drank a potion or that you poured your mug into the potted plant behind you. You can use it to hide a quick item toss, though you must be able to actually move the item and the further you move the object the harder it is to hide that you did it. Yes that means you can hide a ranged attack with a dagger or flask; your target would know if it got hit but not necessarily where it came from. You can use it for more amusing things, like hiding the target of a non-weapon disarm attack so that your opponent thinks you missed right before their pants fall off, and you could probably kidnap fae with it as well (though ''they'' would certain know). Just as there are lots of stage tricks that rely on small misdirections, there are lots of things you can try to use this ability on.}}Sometimes, you just don’t want people to notice exactly what it is that you’re doing. You can actually hide small actions while under scrutiny so that no one is the wiser. There are lots of example uses for this ability, and they are wide enough that it’s worth pointing a few of them out. You can find them in the sidebar. You can only easily conceal actions taken on targets three or more sizes smaller than yourself with this ability, so coin purses, cards, knives, someone else’s bootlaces, and the like are all fair game. The object may not be held by another person. You can attempt to conceal actions with larger items, but you suffer a -4 penalty for items two sizes smaller than yourself and a -10 penalty for items one size smaller than yourself.
| |
− | | |
− | Generally this ability is used at the same time as the action that is to be hidden occurs. As such it uses no action of its own; the check is simply made in addition to the action taking place. The result of this check sets the DC for a witness to notice the attempt with a perception check, and anyone paying attention to you gets to make this check as a free action. Note that perception abilities are continuously active in a “take 0” state, and it is possible that you could attempt to hide something and be spotted even without the crowd actively watching you. Your check result has no impact on the success or failure of the action that you are trying to hide, and onlookers can spot both failed attempts and successful ones.
| |
− |
| |
− | '''Base DC:''' None.<br>
| |
− | '''Check Result:''' Your check result is used as the base Perception DC for someone to notice the action you are attempting to hide. Modify your check result with the above table.
| |
− | | |
− | ====Improved Feint====
| |
− | You can feint as a move-equivalent action. If you wait until next round to attack the target, you may not move more than 5’ before making the attack and they are only flat-footed against your next attack even if you take a full attack action. This ability replaces the Improved Feint feat.
| |
− | | |
− | ===Rank 6 Uses===
| |
− | ====Plant Evidence====
| |
− | Instead of concealing that you’re taking something from another person, you can conceal that you’re placing something on them instead. Planting something on a person is resolved as a pickpocket attempt, and follows that procedure. This otherwise follows all the rules of conceal action.
| |
− | | |
− | ====Ventriloquism====
| |
− | You can throw your voice so that it appears to come from someone or somewhere other than yourself. This ability has limits, your voice can not come out of thin air with this ability; you must pick an object to act as a source. This is a standard action, and you must succeed on a Legerdemain check with a DC of 10 + the distance (in feet) from you to the object you wish your voice to come from. If you remain stationary and do not change targets, you do not need to make any further checks. If you move or wish to send your voice from a different place, you must make a new check.
| |
− | | |
− | A successful check does not mean that no one can trace you back to the source. A successful perception check against your check result +5 allows a listener to hear through your trick and locate the source of your voice.
| |
− | | |
− | '''Base DC:''' 10 + distance to object<br>
| |
− | '''Check Result:''' A successful check also sets the DC, your result +5, to hear through your ruse.
| |
− | | |
− | ===Rank 8 Uses===
| |
− | ====Disappearing Pig Trick====
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− | You can conceal actions taken on targets up to one size smaller than your size without penalty. You can try to conceal actions taken on an object of the same size as you with a -4 penalty, and one size larger than you with a -10 penalty. This is useful for quickly shifting a friend out of sight of the guards or looting greatswords from barbarian chieftains, among other things. Hiding objects this large after the move may prove problematic, but as long as you can move them out of sight or just convince people that you’re not doing it there shouldn’t be any issues.
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− | Possibly more useful, however, is that you can also conceal actions taken on objects that are being wielded or actively paid attention to by someone else. You can swap someone’s short sword with a rubber chicken mid-fight or exchange their potion of cure serious wounds with a nasty poison, if you want. The object must be three or more sizes smaller than you, though you can attempt to conceal actions on larger object with the standard penalties. This otherwise follows all the rules of conceal action.
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− | ===Rank 12 Uses===
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− | ====I Can Work With That====
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− | You can also conceal actions taken on rather large objects that are being wielded or actively paid attention to by someone else. You can swap someone’s longsword with a cursed version to trick them into activating it mid-fight or even cut into a romantic embrace at just the right time, you really are that good. The object of your action may be no larger than one size smaller than your size, though you can attempt to conceal actions on larger object with the standard penalties. This otherwise follows all the rules of conceal action.
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− | ==Stealth==
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− | Key Attribute: [[Dexterity]]
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− | The stealth skill is a movement skill involving cover, concealment, and blind spots. With it you can walk past guards without their noticing, sneak up on a sentry, or tip toe past a creature that sees everything touching the earth nearby. [[#top|Return to Top]]
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− | ===Base DCs and Modifiers===
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− | {{sidebar |Absolute Vs. Relative Size Modifiers | Absolute size modifiers need to die in a fire. Giants are not at a hiding disadvantage against other giants in giant sized surroundings. Gnomes are not at a hiding advantage in their own communities. These two things only happen because we have absolute stealth penalties for size and no cancelling adjustments for spotters of varying size. Relative bonuses and penalties for being bigger or smaller than your surroundings are fine however, and size bonuses have been converted to these contextual things.}}{| class="d20 zebra" style="text-align:left;"
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− | ! Relative Size !! Check Result<br>Modifier !! Example
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− | | Three or more sizes larger than environment and searcher || align=center | -10 || Tarrasque in a human city.
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− | | Two sizes larger than environment and searcher || align=center | -5 || Hill giant in a Pixie village.
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− | | One size larger than environment and searcher || align=center | -2 || Human in a gnome burrow.
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− | | Same size as environment and searcher || align=center | +0 || Halfling in a gnome burrow.
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− | | One size smaller than environment and searcher || align=center | +2 || Halfling in a human bar.
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− | | Two sizes smaller than environment and searcher || align=center | +5 || Dwarf in a storm giant's home.
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− | | Three or more sizes smaller than environment and searcher || align=center | +10 || Gnome in a titan's home.
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− | |}
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− | {| class="d20 zebra" style="text-align:left;"
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− | ! Drawing Attention !! Check Result Modifier
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− | | Moving at a hustle, or faster, along with a dense crowd || align=center | +5
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− | | Moving along with a crowd || align=center | +0
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− | | Moving with a crowd, but not as fast || align=center | -2
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− | | Standing still within or moving against a quickly moving crowd || align=center | -5
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− | | Standing still in a clear space || align=center | +5
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− | | Moving at an unhurried pace in a clear space || align=center | +0
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− | | Moving at a hustle in a clear space || align=center | -5
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− | | Moving flat-out in a clear space || align=center | -10
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− | | Involved in a fight or other disturbance || align=center | -15
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− | |}
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− | ===Untrained Uses===
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− | ====Avoid Notice====
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− | Anyone can keep their head down and their hood up when they have to. If someone is searching a crowd for you, or you are being generally observed but haven’t been specifically picked out, you may make a stealth check to continue to avoid notice. You may also use this ability to sneak up behind someone; if you reach them before they notice you they are flatfooted against your attack. This check is a free action, and is made at the end of your turn with modifiers based on what you did during your turn. Your check result sets the base DC for a searcher’s perception check to notice you, and you must make a new check each round that you attempt to avoid notice. Your check result may not exceed 25 at this level of skill.
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− | If you are noticed, you can’t continue to avoid their notice with a check anymore. Worse, they can point you out or describe you to their friends, granting them bonuses to locating you. You must escape or confuse their ability to detect you before you can make any additional stealth checks to avoid notice from any person who has noticed you. Some ways to accomplish this are running around a corner and hiding in a box while they don’t see you, disappearing into a crowd, gaining full concealment or full cover, or using the Combat Distraction ability of bluff to make them look away just long enough for a quick getaway. This doesn’t mean they don’t know where you’ve gone, just that you get to start making checks again for them to miss you when they come looking. If they see you disappear around a corner and then can’t find you, it might be perfectly reasonable for them to lightning bolt or web the alley to try and bring you out of hiding. Even after you break line of sight and can make new checks, they gain a bonus to finding you in the future because they know what they're looking for.
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− | You take a penalty to this check if you draw attention to yourself. The most common ways to draw attention to yourself are moving in odd ways or becoming involved in a fight or commotion; these modifiers are included in the table above. Note that you suffer no penalty if you are travelling with a group of fast moving people, as not moving as quickly as everyone else would make you stand out instead of blend in. Other ways of drawing attention to yourself may include being painted the wrong color during a festival or chanting the wrong words while hiding in a choir. These less common ways of drawing attention to yourself may carry a penalty of up to -10 on your roll. The exact penalty is determined by the DM, and they are not required to tell you what the penalty is until after you make your check. You simply don't have the skill to determine the penalty before you have taken the action.
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− | '''Base DC:''' None.<br>
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− | '''Check Result:''' Your check result sets the DC for an observer to spot you while you attempt to observe them from cover. You may not exceed 25 with this level of skill.
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− | ====Clandestine Surveillance====
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− | You can hide behind a curtain, a well, or a hill and people on the other side of it can’t see you; they may not be able to hear or smell or otherwise sense you either. This isn’t a skill or ability; it’s just what happens when something sits between people. While that’s useful, and not anything you should ever roll for, sometimes you need to expose yourself and break cover to check out the people on the other side. That’s where a stealth check would be useful. Remaining hidden while observing is a free action, made in conjunction with any perception check that requires you to expose yourself. For purposes of this check, you are treated as being only as big as your exposed parts. This is generally three or more sizes smaller than your environment, and so you probably gain a substantial bonus on this check as indicated on the table above.
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− | '''Base DC:''' None.<br>
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− | '''Check Result:''' Your check result sets the DC for an observer to spot you while you attempt to observe them from cover. You may not exceed 25 with this level of skill.
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− | ===Rank 4 Uses===
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− | ====Avoid Detection====
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− | There is no limit to your check result with the Avoid Notice or Clandestine Surveillance abilities. You are also trained enough to know how large a penalty to your stealth check you would take from uncommon attention drawing conditions, like those described above, and can plan your route and actions better as a result. Mechanically, this means that you can ask the DM ahead of time what the numeric result of doing something would be if it isn’t listed, and they have to tell you, even if they'd rather not.
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− | ===Rank 6 Uses===
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− | ====Team Player====
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− | Sometimes you have to bring the team with you into the shadows, and they may not have any idea what they’re doing. If you accept a -6 penalty to your stealth check, you may use your base check as the base result for every member of your group within 30’ for the purposes of avoiding detection. Each member suffers penalties individually based on their actions for the round however.
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− | Alternately, your group can each make individual checks to avoid notice or detection, as appropriate for each character, and you may then reduce the result of your check to boost the checks of others. For every 1 point that you reduce your check by, you may increase the check of an ally by 2. You may not increase an ally’s check above your own reduced check with this ability, though you may increase their results above 25 if they would be limited from lack of training.
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− | ===Rank 10 Uses===
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− | ====Foil Senses====
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− | When you hide, you can even mask your echo and vibrations. You can mask yourself from the blindsight, blindsense, and tremorsense special abilities. This check is a free action that you can add on to any Avoid Notice check. The results of the check simply apply against the special senses of a creature as well as more mundane methods of detection. Note that you can continue using this ability to hide from their special senses even after they have located you with their more mundane sensory organs.
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− | You use your Avoid Notice check result for this ability. Unlike most stealth abilities, this is actively foiling their senses and does not set a base DC for them to exceed. The base DC for this check is 15 + CR of the creature or 15 + the creature’s ranks in perception, whichever is higher. The dowsing skill may be used in place of perception for this DC if the creature is actively using the Sense Presence ability. The effect of your check depends on the magnitude of your success and the type of special location senses the creature has as indicated in the check result table below.
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− | '''Base DC:''' 15 + creature's CR or 15 + creature's ranks in perception or dowsing (if active), whichever is higher<br>
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− | '''Check Result:'''
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− | *DC+10 and above: Monsters using Blindsight, Blindsense, or Tremorsense are unable to recognize your presence and do not know you are present, much less what square you are in. You are effectively invisible to these senses as they can not pin point you unless you stab them or do something similarly stupid.
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− | *DC+5 to DC+9: You are treated as having total concealment from Blindsight. Creatures using it can still locate the square you are in, however, and this concealment is moot if the creature can locate you with other senses. If they can't locate you with other senses, which is pretty likely if you're sneaking around, then they suffer the appropriate miss chance. You are effectively invisible to the Tremorsense or Blindsense abilities; they are unable to locate the square that you are in at all, and creatures depending on them probably don't even realize someone is present.
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− | *DC+0 to DC+4: You are treated as having concealment from Blindsight and total concealment from Tremorsense and Blindsense. Creatures using these sense can still locate the square you are in, however, and this concealment is moot if the creature can locate you with other senses. If they can't locate you with other senses, which is possible if you're sneaking around, then they suffer the appropriate miss chance.
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− | *DC-1 to DC-5: You gain no special protection from Blindsight, but do gain concealment from Tremorsense and Blindsense. Creatures using these sense can still locate the square you are in, however, and this concealment is moot if the creature can locate you with other senses. If they can't locate you with other senses, which is possible if you're sneaking around, then they suffer the appropriate miss chance.
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− | *DC-6 and below: You gain no special protection from any special sensory abilities. Better luck next round.
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− | ===Rank 12 Uses===
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− | ====Fade Into the Background====
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− | People have a really hard time keeping an eye on you, even when they know you’re there. You can attempt a stealth check after someone has spotted you without first breaking line of sight or otherwise losing your pursuer, or while you are under any other sort of direct observation. You gain no special benefit to your roll, and may have a hard time pulling it off as your pursuer still gains a benefit from knowing what to look for.
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− | If you also have the Hide In Plain Sight class feature, the bonus a spotter gains from having seen you is reduced by half.
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− | ----
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− | {{3.5e Tome of Prowess Breadcrumb}}
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