Tome of Prowess (3.5e Sourcebook)/Physical Skills

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Physical Skills

Contents

Acrobatics

Key Attribute: Dexterity

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. Return to Top

Base DCs and Modifiers

Narrow Surface Example Base DC
Full to half shoulder width 12” – 6” for most small & medium characters 5
Half to fifth shoulder width 6” – 2” for most small & medium characters 10
Fifth to tenth shoulder width 2” – 1” for most small & medium characters 15
Tenth to twentieth shoulder width 1” – ½” for most small & medium characters 20
Less than a twentieth shoulder width Less than ½” for most small & medium characters 25
Surface Conditions DC Modifier Example
Light Obstruction +2* Uneven flagstone, hewn stone floor
Severe Obstruction +5* Upturned bar tables, battlefield fortifications
Slightly Slippery +2* Frozen ice, thin patch of water
Very Slippery +5* Melting ice, oil on thin patch of water
Strongly Angled Surface +2 10 to 30 degree incline
Slightly Sloped Surface +5 30 to 45 degree incline (also reduce speed by half)
Strongly Sloped Surface *** Surfaces at a greater than 45 degree incline must be climbed
Cross Breeze +2* High wire in a 10 mph breeze
Cross Wind +5* High wire in a 30 mph wind
Cross Gusts +10* High wire in a 50 mph storm
Head/Tail Wind +2 per 25% increase or
reduction in base speed
Trying to cross a ledge while moving directly into or away from a Gust of Wind spell
would be a +8 DC for a medium creature, because it cancels out their movement
*Do not stack condition modifiers arising from similar circumstances, like both slightly and very slippery. Simply use the most appropriate one.

Untrained Uses

Run Over Difficult Surface

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 10, modified by the surface conditions as normal. This DC already includes the DC adjustment for light obstruction or slightly slippery (but not both), which is the entire reason for forcing the check to begin with.

Base DC: 10 + conditions (some of which are already included)
Check Result:

  • DC and above: You may run or charge over the surface without issue.
  • DC-1 to DC-5: You may run or charge up to the difficult surface, but you stop after the first space. If you use less than a single move action reaching it you may spend your remaining actions normally.
  • DC-6 and below: You fall prone in the first difficult square you reach. If you use less than a single move action reaching it you may spend your remaining actions normally.

Rank 1 Uses

Cross Narrow Surface

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.

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.

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).

Base DC: Surface width DC + conditions
Check Result:

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Reduced Impact

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.

Base DC: 15
Check Result:

  • DC+10 and above: Treat your fall as if it were 30’ shorter.
  • DC+5 to DC+9: Treat your fall as if it were 20’ shorter.
  • DC+0 to DC+4: Treat your fall as if it were 10’ shorter.
  • DC-1 and below: You gain do not reduce damage from the fall.

Rank 4 Uses

Tumble Around Opponents

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.

Base DC: 10 + the opponent’s BAB + conditions, +2 for each prior opponent attempted this round
Check Result:

  • 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.
  • 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.
  • 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.
  • DC-1 to DC-5: Any movement through their threatened area will provoke attacks of opportunity as normal.
  • 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.

Rank 6 Uses

Competent Balancer

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.

Base DC: As Cross Narrow Surface
Check Result: Special. Modifies special check results from Cross Narrow Surface ability.

Rank 8 Uses

Tumble Into The Wind

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.

Base DC: 24, +2 for each prior dismissal of the effect during this fall
Check Result:

  • 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.
  • 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.
  • 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.
  • 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.
  • 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

Rank 10 Uses

Light As A Feather

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.

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.

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.

Base DC: 26
Check Result:

  • DC+10 and above: You can stand atop the object for as long as you like.
  • DC+5 to DC+9: You can stand atop the object for up to 4 rounds before gravity catches back up to you.
  • DC+0 to DC+4: You can stand atop the object for up to 1 round before gravity catches back up to you.
  • 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.
  • 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.

Run on Water

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.

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. 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.

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.

Base DC: 28 + conditions
Check Result:

  • 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.
  • 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.
  • 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.
  • 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 20% 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.
  • 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.

Rank 12 Uses

Dance on Clouds

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.

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.

Base DC: 30 + conditions
Check Result: As Run on Water ability

Rank 14 Uses

Skip on air

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.

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.

Base DC: 32 + conditions
Check Result: As Run on Water ability

Rank 16 Uses

Ride the Rays

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.

Base DC: 37
Check Result: As Light as a Feather ability, except as follows

  • 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?

Athletics

Key Attribute: Constitution

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. Return to Top

Base DCs and Modifiers

Climbing Surface DCs DC Example
Slope too steep to just walk up 5 Any slope between 45 and 60 degrees
Knotted rope 10 Like gym class; not attached to most grappling hooks
Wall with ledges 15 Rough wall, ship’s rigging
Unknotted rope 15 Attached to most grappling hooks
Wall with hand and foot holds 20 Very rough rocks, surface with pitons or carved holes
Uneven wall with narrow holds 25 Typical dungeon or ruin walls, brick buildings
Overhang with handholds 30 Butcher’s ceiling with meat hooks
Rough wall with no regular holds 30 Natural, smooth weathered rock
Rough overhang without handholds 35 Cavern ceiling
Perfectly smooth, flat wall 35 Wall of force
Perfectly smooth, flat overhang 40 Ceiling of force
Climbing DC Modifiers DC Modifier Example
Chimney Setup -5* There is another wall to brace against within reach of your
legs that is parallel to the one you are climbing (or your rope)
Corner Setup -2* There is another wall to brace against within reach of your
legs that is perpendicular to the one you are climbing
Slightly Slippery +2* Frozen ice without gloves, a wall damp with morning dew
Very Slippery +5* A wall covered in oil, rigging of a ship while it is raining
Swimming Condition DCs DC Example
Calm 10 Placid lake, calm sea, acid pool at the bottom of a trap
Rough 15 Average river, choppy sea, lava flow down a mountain
Stormy 20 Fast moving river, stormy sea, quicksilver flood in dungeon
Hurricane 30 Sea in a hurricane, raging river in a large storm
Tsunami 40 50’+ surprise waves, flash floods
Swimmer DC Modifiers DC Modifier Example
Swimming, 1 hand occupied +5* Swimming with a long-sword in hand
Swimming, 2 hands occupied +10* Swimming with a short sword and a small shield
Treading water, 1 hand occupied +0* Treading water while casting spells or attacking with a dagger
Treading water, 2 hands occupied +5* Treading water while attacking with a greatsword
General Player Conditions DC Modifier
Fatigued +2
Exhausted +5

*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.

Untrained Uses

Climb and Hang

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, or across a wall or slope. Your rate of progress is determined by your check result. 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.

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. 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.

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.

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 are somehow secured to the side of the surface, you can not rest while climbing. Because of this your greatest enemy while climbing a surface that isn’t particularly difficult is time.

Note: Because you can not use your arms for anything besides climbing in a round where you progress along a surface, it is impossible to charge while climbing unless you have another attack, like a bite or tail swipe. 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
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 eight 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
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
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. 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
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
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
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
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
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.
  • DC-6 and below:

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
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
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
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
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.

Base DC: 10
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. You may not run or charge while wriggling on your belly like a worm.
  • 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
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
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 pull something, throw your shoulder out, or otherwise suffer a related injury. You suffer 1d6 points of subdual damage for every 10 points of the binding’s DC.

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
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
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
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 grid intersection or target creature. 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 grid intersection or target creature. 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

Legerdemain

Key Attribute: Dexterity

Stealth

Key Attribute: Dexterity

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. Return to Top

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.


Base DCs and Modifiers

Relative Size Check Result
Modifier
Example
Three or more sizes larger than environment and searcher -10 Tarrasque in a human city.
Two sizes larger than environment and searcher -5 Hill Giant in a Pixie village.
One size larger than environment and searcher -2 Human in a gnome burrow.
Same size as environment and searcher +0 Halfling in a gnome burrow.
One size smaller than environment and searcher +2 Halfling in a human bar.
Two sizes smaller than environment and searcher +5 Dwarf in a Storm Giant's home.
Three or more sizes smaller than environment and searcher +10 Gnome in a Titan's home.
Drawing Attention Check Result Modifier
Moving with a crowd, but not as fast -2
Standing in a quickly moving crowd -5
Standing still, out in the open +5
Moving at an unhurried pace, out in the open +0
Moving at a hustle, out in the open -5
Moving flat-out, out in the open -10
Involved in a fight or other disturbance -15

Untrained Uses

Clandestine Surveillance

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.

Base DC: None.
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.

Avoid Notice

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.

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.

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.

Base DC: None.
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.

Rank 4 Uses

Avoid Detection

As Avoid Notice above, except that there is no limit to your check result. 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.

Base DC: None.
Check Result: Your check result sets the DC for an observer to spot you while you attempt to observe them from cover.

Rank 6 Uses

Team Player

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.

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.

Rank 10 Uses

Foil Senses

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.

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 effect of your check depends on teh magnitude of your success and the type of special location senses the creature has.

If you succeed on the check against a creature with blindsight, they are unable to locate you clearly. You are treated as if you had full concealment against it and the creature is flatfooted against your attacks. If you succeed on the check by more than 5, they are unable to locate the specific square you are in though they know your location to within 5 ft. and they are treated as blind against you. If you succeed on the check by more than 10 the creature is unaware of your presence entirely.

If you succeed on the check against a creature with blindsense, they are unable to locate the specific square you are in though they know your location to within 5 ft. and they are treated as blind against you. If you succeed on the check by more than 10 the creature is unaware of your presence entirely.

If you succeed on the check against a creature with tremorsense, they are unable to sense you with this ability as long as you move one half of your base speed or less in the round and take no other actions. If you succeed on the check by more than 5 you can move up to your full base speed or take any other single standard action without the creature noticing your presence or location. If you exceed the check by 10 or more you can take a standard and a move action without the creature becoming aware of you.

Base DC: 15 + creature's CR or 15 + creature's ranks in perception, whichever is higher Check Result

  • DC+10 and above: Monsters using Tremorsense recognize that you are present, but can not locate the square that you are in. Monsters using Blindsight or Blindsense are unable to even recognize your presenence and you are effectively invisible to them, unless you stab them or do something similarly stupid.
  • DC+5 to DC+9: You are treated as having total concealment from Blindsight and Tremorsense. Creatures using these sensory abilities can still locate the square you are in. You are effectively invisible to creatures using Blindsense; they are unable to locate the square that you are in at all, and probably don't even realize someone is present.
  • DC+0 to DC+4: You are treated as having concealment from Blindsight and Tremorsense. You are treated as having total concealment from Blindsense. A creature using one of these special qualities still knows which square you are in.
  • DC-1 to DC-5: You gain no special protection from Blindsight or Tremorsense. You gain concealment against Blindsense, but creatures using it know which square you are in.
  • DC-6 and below: You gain no special protection from any special sensory abilities. Better luck next round.

Rank 12 Uses

Fade Into the Background

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.

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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