The Onland Campaign Guide - Chapter 4: Skills


ACQUIRING SKILLS At first level, your character gains a number of skill points dependent upon your class plus your Intelligence modifier. At every level after that, you gain additional skill points. These skill points can be spent to purchase ranks of any skill, but you can only acquire a number of ranks in a specific skill equal to your total Hit Dice. In addition, each class has a number of favored skills, called class skills. Your character is most proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack.

The number of skill ranks you gain when taking a level in one of the base classes is shown on table 5–1. Humans gain one additional skill point per class level. Character’s who take levels in their favored class can also chose to gain 1 additional skill point. At each level after 1st, you gain a number of skill ranks dependant upon your class. If you select a level in a new class, all of its class skills are automatically added to your list of class skills, and you gain a +3 bonus on these skills if you have ranks in them.

SKILL CHECKS Whenever your character is required to make a skill check, roll 1d20 and add the appropriate modifier. If the skill is one that you have put ranks into, you are considered trained. Each rank you place in a skill gives you a +1 bonus on checks made using that skill. When making a skill check, add your ranks and the appropriate ability score modifier to a 1d20 check. If the skill is a class skill and you have invested ranks into that skill, you also add +3 to the check. If you are not trained in the skill (and it may be tried untrained) you may attempt the skill using only the bonus (or penalty) provided by the associated ability score modifier. Any racial modifiers apply to all of these rolls. These values are summarized on Table 5–2.

SKILL SUMMARY The following skill descriptions are either entirely new or altered from recent editions. For a complete summary of all of the skills, see Table 5–4. Some previous skills have been combined into one unified skill. For a summary of these changes, see Table 5–3.

PRESTIGE CLASS REQUIREMENTS With the changes to the skill system, the requirements to enter various prestige classes must change as well. Whenever a prestige class calls for a number of skill ranks, you can qualify for the prestige class if you meet that number of ranks –3 if you also have the skill as a class skill. If you do not have the skill as a class skill, you must possess double that number of ranks. For example, a 3.5 prestige class might require eight ranks in Move Silently. In the Pathfinder RPG, it instead requires five ranks of the Stealth skill if Stealth is one of your class skills and ten ranks if it is not.

Table 5–1: Skill Points Class Skill Points Assassin 6 + Int modifier Barbarian 4 + Int modifier Bard 6 + Int modifier Cadre Magus 3 + int modifier Cleric 2 + Int modifier Corsair 5 + Int modifier Cultist 4 + Int modifier Divine Prodigy 4 + Int modifier Druid 4 + Int modifier Fighter 3 + Int modifier Guiding Priest of Onn 6 + Int modifier Militant Priest of Onn 4 + Int modifier Monk 4 + Int modifier Ninja 6 + Int modifier Paladin 2 + Int modifier Prophet of Ahriman 4 + Int modifier Priest of Ardanur 4 + Int modifier Priest of Cuvie Thaurgultur 4 + Int modifier Priestess of Feanen 4 + Int modifier Priest of Ghashuzbad 4 + Int modifier Priestess of Golodhwen Iluvenil 4 + Int modifier Priestess of Vilyraen 4 + Int modifier Ranger 6 + Int modifier Rogue 8 + Int modifier Samurai 3 + Int modifier Scout 8 + Int modifier Shinzo 4 + Int modifier Sohei 3 + Int modifier Sorcerer 4 + Int modifier Wizard 2 + Int modifier

Table 5–3: Altered Skills Old Skill New Skill Balance Acrobatics Concentration Spellcraft Craft – Locksmithing — Decipher Script Linguistics Forgery Linguistics Gather Information Diplomacy Hide Stealth Jump Acrobatics Knowledge – Dungeoneering Knowledge – Aberrations & Outsiders Knowledge – The Planes — Listen Perception Move Silently Stealth Open Lock Disable Device Perform – Keyboard Instruments — Search Perception Spot Perception Tumble Acrobatics Use Rope —

Table 5–2: Skill Check Bonuses • Untrained 1d20 + Ability modifier + racial modifier • Trained 1d20 + Skill ranks + ability modifier + racial modifier • Trained Class Skill 1d20 + Skill ranks + ability modifier + racial modifier + 3 1) Armor check penalty applies to all Strength and Dexterity-based skill checks.

SKILL DESCRIPTIONS This section describes each skill that has been added or altered from the standard skill descriptions in the Player’s Handbook, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here. Skill descriptions adhere to the following guidelines.

Acrobatics (Dex; Armor Check Penalty) You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents.

Check: This skill has three distinct uses. First, you can use it to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed through such situations. Only one check is needed per round to move across such surfaces. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered f lat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

Surface Width Base Acrobatics DC Greater than 3 feet wide: 01 1–3 feet wide: 5 7–11 inches wide: 10 2–6 inches wide: 15 Less than 2 inches wide: 20 1 No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to 10 or higher.

This skill can also be used to move past or through opponents without provoking an attack of opportunity. You must make one check per opponent. If you fail your check when moving past an opponent, you continue to move but provoke an attack of opportunity as normal. If you fail your check when moving through an opponent’s square, your movement ends before you enter the opponent’s space and you provoke an attack of opportunity as normal.

Situation Base Acrobatics DC1 Move through a threatened area 15 + opponent’s base attack bonus Move through an enemy’s space 20 + opponent’s base attack bonus 1 This DC is used to avoid an attack of opportunity due to movement. This penalty increases by +2 for each additional opponent avoided in one round.

You can also use the Acrobatics skill to jump across gaps and pits, as well as soften your fall. Instead of determining the base DC by the surface width, the base DC is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Ref lex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet.

Long Jump Acrobatics DC 5 feet: 5 10 feet: 10 15 feet: 15 20 feet: 20 Greater than 20 feet: +5 per 5 feet

High Jump Acrobatics DC 1 foot 4 2 feet 8 3 feet 12 4 feet 16 Greater than 4 feet +4 per foot

The following modifiers apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any given condition applies.

Acrobatics Modifiers DC Modifier Lightly Obstructed (gravel, sand) +2 Severely Obstructed (cavern, rubble) +5 Slightly Slippery (wet) +2 Severely Slippery (icy) +5 Slightly Sloped (<45>45°) +5 Slightly Unsteady (boat in rough water) +2 Mildly Unsteady (boat in a storm) +5 Severely Unsteady (earthquake) +10 Move at normal speed or greater +51 1 This does not apply to checks made to jump.

Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.

Special: If you are proficient in the Acrobatics skill, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.

Climb (Dex ; Armor Check Penalty) You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs.

Diplomacy (Cha) You can use this skill to persuade others, resolve differences, and gather valuable information. This skill is also used to negotiate conflicts, using the proper etiquette and manners suitable to the problem.

Check: You can change the attitudes of non-player characters with a successful check. The DC of this check depends on the character’s starting attitude toward you. If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.

You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

Starting Attitude Diplomacy DC Hostile 25 Unfriendly 20 Indifferent 15 Friendly 10 Helpful 0

If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, at the same DC with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against their nature or puts them in serious peril.

Diplomacy Request Modifier Give simple advice or directions –5 Give detailed advice +0 Give simple aid +0 Reveal an unimportant secret +5 Give lengthy or complicated aid +5 Give dangerous aid +10 Reveal secret knowledge +10 or more Give aid that could result in punishment +15 or more Additional requests +5 per request

Gather Information: You can also use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors, it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply not known by the common folk.

Action: Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of wandering the town, searching for rumors and informants.

Try Again: You cannot use Diplomacy to influence a given creature’s attitude more than once in a 24 hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Diplomacy checks made to gather information.

Disable Device (Dex; Armor Check Penalty; Trained Only) You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.

Check: When disarming a trap or other device, the Disable Device check is made secretly, so that you don’t necessarily know whether you’ve succeeded.

The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.

You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).

Disable Device Time Device DC1 Example Simple 1 round 10 Jam a door or window Tricky 1d4 rounds 15 Sabotage a wagon wheel Difficult 2d4 rounds 20 Disarm a trap, reset a trap Extreme 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device 1) If you attempt to leave behind no trace of your tampering, add 5 to the DC.

Open Doors: The DC for opening a door depends on its quality. If you do not have a set of thieves’ tools, these DCs increase by +10.

Door Quality Disable Device DC Poor 10 Average 20 Above Average 25 Good 30 Amazing 40

Action: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action. An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a door is a full-round action.

Try Again: Varies. You can retry checks made to disable traps if you miss the check by 4 or less, though you must be aware that you fail in order to try again. You can retry checks made to open doors.

Special: If you have the Deft Hands feat, you get a +2 bonus on Disable Device checks.

A rogue who beats a trap’s DC by 10 or more can study the trap, figure out how it works, and bypass it (along with her companions) without disarming it.

Restriction: Rogues (and other characters with the trapfinding class feature) can disarm magic traps. A magic trap generally has a DC of 25 + the spell level of the magic used to create it.

The spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic traps against which Disable Device checks do not succeed. See the individual spell descriptions for details.

Fly (Dex; Armor Check Penalty; Trained Only) You are skilled at flying, either through the use of wings or magic, and you can perform daring maneuvers while airborne. Note that this skill does not give you the ability to fly.

Check: You can perform maneuvers while flying. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a check. The difficulty of these maneuvers varies, as noted on the following chart.

Flying Maneuver Fly DC Move less than half speed and remain flying: 10 Hover: 15 Turn greater than 45° by spending 5 feet of movement: 15 Turn 180° by spending 10 feet of movement: 20 Fly up at a greater than 45° angle: 20

Attacked While Flying: You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude.

Collision While Flying: If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.

Avoid Falling Damage: If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.

High Wind Speeds: Flying in high winds adds penalties on your Fly checks as noted on the Wind Effects table. “Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. “Blown away” means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of non-lethal damage due to the wind. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.

Wind Effects on Fly Wind Force Wind Speed Checked Size Blown Away Size Fly Penalty Light 0–10 mph — — — Moderate 11–20 mph — — — Strong 21–30 mph Tiny — –2 Severe 31–50 mph Small Tiny –4 Windstorm 51–74 mph Medium Small –8 Hurricane 75–174 mph Large Medium –12 Tornado 175+ mph Huge Large –16

Action: None. A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.

Try Again: Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail this check by 5 or more, you plummet to the ground, taking the appropriate falling damage.

Special: Creatures with a fly speed receive this skill for free as a class skill. They also receive a bonus (or penalty) on all Fly checks depending on their maneuverability.

Creatures with clumsy maneuverability take a –8 penalty on all Fly checks. Creatures with poor maneuverability take a –4 penalty on all Fly checks. Creatures with good maneuverability get a +4 racial bonus on all Fly checks. Creatures with perfect maneuverability get a +8 racial bonus on all Fly checks. Creatures without a maneuverability rating are assumed to have an average maneuverability and take no penalty on Fly checks. You cannot take this skill without a natural means of f light or a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).

Linguistics (Int; Trained Only) You are skilled at working with language, both in its written form. You can decipher nearly any tongue given the time. Your skill in writing allows you to create and detect forgeries as well.

Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Both the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you can’t tell whether the conclusion you draw is true or false.

Create or Detect Forgeries: Forgery requires writing materials (such as ink, paper, and wax) appropriate to the document being forged. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed. The Linguistics check is made secretly, so that you’re not sure how good your forgery is. As with Disguise, you don’t even need to make a check until someone examines the work. Your Linguistics check is opposed by the Linguistics check of the person who examines the document to verify its authenticity. The examiner gains modifiers on his check if any of the conditions on the table below exist.

Reader’s Linguistics Condition Check Modifier Type of document unknown to reader –2 Type of document somewhat known to reader +0 Type of document well known to reader +2 Handwriting not known to reader –2 Handwriting somewhat known to reader +0 Handwriting intimately known to reader +2 Reader only casually reviews the document –2 Document contradicts orders or knowledge +2

Action: Varies. • Deciphering a page of ordinary text takes 1 hour. • Creating a forgery can take anywhere from 1 minute to 1d4 minutes per page. • Detecting a forgery using Linguistics takes 1 minute of examination per page.

Try Again: Yes.

Special: You must be trained to use this skill, but you can always attempt to read archaic and strange forms of your own racial bonus languages.

Special: A character with 5 or more ranks in Linguistics skill learns new languages at Average Fluency rather than Basic Fluency (refer to the Speak Languages skill).

Perception (Wis) Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, sound, touch, taste, and smell.

Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent’s Stealth check to avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.

Perception is also used to notice fine details in the environment. For this purpose, the skill is broken down into the five senses, as noted below.

Sight You can spot enemies far away or notice the small details that indicate the location of a trap, secret door, or hidden panel. The following table outlines the DC of these checks. Note that you automatically fail any Perception skill check made against a target that you cannot see due to insufficient lighting.

Sight Perception DC A hidden creature Opposed by Stealth A visible creature 0 A trap Varies by trap A concealed door 15+ A hidden compartment 15+ A secret door 20+

Sight Modifiers1 DC Modifier Distance in sunlight +1/100 feet Distance in torchlight +1/10 feet Distance in moonlight +1/5 feet Distance in candlelight +1/1 foot 1) These modifiers only apply to spotting creatures. Hidden objects cannot be spotted by creatures that cannot closely examine the area, generally at a distance no greater than 20 feet.

Sound You can hear the footfalls of approaching monsters, the rumble of a distant dragon, or the cries for help in a burning building. The following table outlines the DC of these checks. If you beat the DC by 10 or more, you can make out fine details about the sound (and can hear the words being spoken, if any).

Sound Perception DC A creature moving silently Opposed by Stealth A battle –10 People talking 0 An armored creature walking 5 An unarmored creature walking 10 People whispering 15 A key being turned in a lock 20 A bow being drawn back to fire 25

Sound Modifiers DC Modifier Distance +1/10 feet Through a door +5 Through a wall +10/foot of thickness Cavernous space +5 A louder noise is present +5 Listener asleep +10 Pinpoint an invisible foe through sound +20

Smell You can pick up fine odors in the air, allowing you to smell nearby creatures, inhaled poisons, and nearby odiferous hazards. The following table outlines the DCs of these checks. Unlike the ability to hear or see an approaching enemy, smell cannot be used to notice hidden foes unless the character possesses the scent feat or the scent is present for more than a 10 minutes.

Smell Perception DC Rotting garbage: –10 An ogre’s den: –5 Smoke or an ogre: 0 Perfume or an orc: 5 Fresh air or a dwarf: 10 Sweat or a human: 15 Blood or an elf: 20 Inhaled poison: Poison’s DC

Smell Modifiers DC Modifier Distance: +1/10 feet Time since the source of the smell was present: +1/minute Through a door: +5 Breeze: +5 A stronger odor nearby: +5 Cold environment: +5 Wind: +10 Pinpoint an invisible foe through smell: +20 Particularly strong: –5

Taste You can taste when food has spoiled, is poisoned, or is diseased. You can also use your sense of taste to identify the properties of common potions. The following table outlines the DCs of these checks. Note that when you intentionally attempt to taste for poison or spoiled food, if you fail the check by 5 or more, you suffer the effects of the poison or spoiled food and must save accordingly. You do not get to make this check automatically when you ingest poison or diseased food unless the DC of the check is less than 20.

Taste Perception DC Spoiled food: 5 Ingested poison: Poison’s DC Potion: 15 + caster level

Taste Modifiers DC Modifier Taste is intentionally obscured: +10 Uncommon Potion (GM’s discretion): +5 Rare Potion (GM’s discretion): +10

Touch You can feel for breezes indicating the route to open air as well as the gentle tremors made by burrowing creatures and marching armies. The following table outlines the DC of these checks.

Touch Perception DC Notice a pickpocket: Opposed by Sleight of Hand Air movement: 20 Burrowing creature: 25 Creatures or armies on the move: 30

Touch Modifiers DC Modifier Distance to burrower: +1/10 feet Distance to large creatures or armies: +1/100 feet Size of moving creature: Size modifier Number of moving creatures: –1/10 creatures

Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

Try Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.

Special: An elf or half-elf has a +2 bonus on hearing- and sight-based Perception checks. A hobbit has a +2 bonus on hearing- and taste-based Perception checks. A gnome has a +2 bonus on smell- and touch-based perception checks. A dwarf has a +2 bonus on taste- and touch-based Perception checks.

Creatures with the scent special quality have a +8 bonus on smell-based Perception checks.

Creatures with the tremorsense special quality have a +8 bonus on touch-based Perception checks and automatically make any such checks within their range.

A spellcaster with a hawk or owl familiar gains a +3 bonus on sight-based Perception checks. A spellcaster with a bat familiar gains a +3 bonus on sound-based Perception checks.

Speak Languages (Int; Trained Only) You are skilled at communicating via languages.

There are five levels of linguistic fluency; Tertiary, Basic, Average, Advanced and Expert.

• Tertiary Fluency: A character has Tertiary Fluency in any language that shares an alphabet with a language in which he has expert fluency. Tertiary fluency allows a character to make language skill checks at –5. Characters with tertiary fluency may not ‘take 10’ on language skill checks.

• Basic Fluency: A character with basic fluency knows the rudaments of a given language. He can understand and communicate basic concepts. A character with basic fluency may ‘take 10’ on language skill checks.

• Average Fluency: A character must have ‘basic’ fluency before he can purchase average fluency. A character with average fluency recieves a +5 on language skill checks pertaining to that language.

• Advanced Fluency: A character must have ‘average’ fluency before he can purchase advanced fluency. A character with advanced fluency recieves a +10 on language skill checks pertaining to that language. Characters begin the game with ‘Advanced’ fluency in their native language.

• Expert Fluency: A character must have ‘advanced’ fluency before he can purchase expert fluency. A character with expert fluency recieves a +15 on language skill checks pertaining to that language.

Learn a Language Whenever you put a rank into this skill, you may either immediately learn to speak a new language at Basic Fluency, increase the level of fluency in a language already known by one category, or learn how to read any one language that you already speak.

Action: Varies. Reading a page of ordinary text takes 1 minute (10 consecutive rounds).

Try Again: Yes.

Language skill checks have the following DCs: Understand Basic Concepts: DC 9 Express Basic Concepts: DC 11 Understand Average Concepts: DC 13 Express Average Concept: DC 15 Understand Complex Concepts: DC 17 Express Complex Concepts: DC 19 Understand Very Complex Concepts: DC 21 Express Very Complex Concepts: DC 23 Conceal or Disguise a native accent: DC 25

Starting Languages Characters begin with Average Fluency in their native language. Characters with high intelligence scores may have additional languages, fluency or even literacy. Such characters get one skill point per point of intelligence bonus to be spent on the Speak Languages skill.

Language Typical Speakers Alphabet Abyssal Cambion, Demons, Chaotic Evil Outsiders Abyssal Alsacian Alsacians Common Auquan Locathah, Merfolk, Water-based Creatures Auquan Auran Aaracocra, Air-based Creatures Auran Black Speech Cambion, Derro, Grimlock, Mind-Flayers, Orcs, Ogres, Trolls, Uruk-Hai, Worgs Abyssal Blagden Scholars, Priests Imperial Brill Hobbits Gnomish Borlonese Borlonese Imperial Carceric Rabishans, Daemons, Neutral Evil Outsiders Infernal Celestial Good Outsiders Celestial Centaur Centaurs, pegasi, unicorns None Draconian Draconians, dragons Draconic Draconic Dragons Draconic Dramborean Dramboreans Common Dramborean B.T. Dramborean Soldiers - Druidic Druids (only) Druidic Dwarven Dwarves Dwarven Ekzheetang Mbthelors None Elven, Ancient Elvish scholars, dragons Sindarin Elven, Quenya Sylvan Elves Quenya Eversilik Elves, Eversilans, Guild Mages, Cambion Eversilik Gnomish Gnomes Gnomish Goblin Goblins, hobgoblins, worgs Orcish Giant, High Cloud Giants, Storm Giants, Titans Dwarven Giant, Low Cyclops, Ettins, Giants Dwarven Gith Githyanki, Githzerai Terran Gnoll Gnolls Orcish Hammertalk Dwarves, goblins None Ha’thic Ha’thans Eversilik High Alsacian Alsacian Scholars Common Ignan Fire-based Creatires Ignan Infernal Devils, Lawful Evil Outsiders Infernal Kothian Minotaurs Kothian Lilire’ Elves, Eversilans Quenya Lizardman Kobolds, Lizardfolk, Troglodytes None Lizardman, Ancient Lizardfolk Scholars Draconic Lyrt Lyrt Tribesmen None Mbthelor Ancient Mbthelor Peoples Mbthelor Old Alsacian Alsacian Scholars Common Old Dramborean Dramborean Scholars Common Old Dwarven Dwarven Scholars, Ghouls Dwarven Old Ylari Ylari Tribesmen Quizarite Old Vrad Vradic Scholars Common Ogre Ogres, Cyclops, hags, ogre magi, giants, ettins None Orcish Orcs, Uruk-Hai Orcish Ozot Ozot Tribesmen None Pynok Pynok Raiders, Terax Shamen None Quizarite Quizarite Tribesmen Quizarite Rakis Rakasta, Ha’than Scholars Eversilik Sahaugin Sahaugin Auquan Straken B.T. Straken Soldiers None Stoutish Stoutish Hobbits Gnomish Sylvan Dryads, Brownies, Leprichauns, Satyrs, Sprites Quenya Tallfellow Tallfellow Hobbits Gnomish Terran Earth-based Creatures Terran Tyran Terax None Umbuli Umbuli Tribesmen Quizarite Vangorean Vangoreans Quizarite Vitruvean Scholars, Priests Imperial Vrad Vrads Common Xuylac Xuylac Tribesmen Quizarite Ylari Ylari Tribesmen Quizarite Zykan Yuan-ti, Tasloi Quizarite

Most of the intelligent races of Onland have their own spoken language. In addition, there are several special languages. Dramborean B.T. is a silent language of hand signals that is used by the Dramborean legions. It may only be purchased by characters with Dramborean military experience. Druidic is a secret language of the druids and may only be taken by druid characters. Hammertalk is a dwarven code tapped out in caverns to communicate over long distances. It may only be taken by dwarven characters. Eversilik is an ancient language in which magical research notes are often written; its spoken form no longer exists. Literacy in Eversilik costs 2 skill points rather than the standard 1 point.

Spellcraft (Int) You are skilled at the art of casting spells and can identify spells as they are being cast. You can also use this skill to avoid losing your spell if you are damaged or distracted while casting.

Check: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell comes into question. The DC of this check varies depending upon the task at hand. If you are casting a spell, and you succeed at the check, you may continue casting the spell as normal. If the check fails, the spell is wasted. Use the same DCs for any Spellcraft checks made due to distraction while concentrating on a spell or effect.

Action: Identifying a spell as it is being cast requires no action. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to avoid losing a spell as it is being cast or concentrated on does not require an action.

Retry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. You cannot retry a Spellcraft check to cast a spell while distracted, as the spell is lost.

Special: If you are a specialist wizard, you get a +2 bonus to identify, learn, and prepare spells from your chosen school. Similarly, you take a –5 penalty on similar checks made concerning spells from your opposed schools.

Spellcraft DCs Task Spellcraft DC Identify a spell as it is being cast 15 + spell level Learn a spell from a spellbook or scroll 10 + spell level Prepare a spell from a borrowed spellbook 15 + spell level Cast defensively (avoiding an attack of opportunity) 15 + spell level Cast a spell if you are damaged while casting 10 + damage dealt + spell level Cast a spell if you are taking continuous damage 10 + half the damage dealt + spell level Cast a spell if you are distracted by a nondamaging spell Distracting spell’s DC + spell level Cast a spell while on a moving mount or vehicle 10 + spell level Cast a spell while on a vigorously moving mount or vehicle 15 + spell level Cast a spell while moving violently (earthquake, falling) 20 + spell level Cast a spell while entangled 15 + spell level Cast a spell while grappled 15 + spell level Cast a spell during extreme weather 10 + spell level

Stealth (Dex; Armor Check Penalty) You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to one-half your normal speed and use Stealth at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a –5 penalty. It’s impossible to use Stealth while attacking, running, or charging.

A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.

If people are observing you using any of their senses (but typically sight), you can’t use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Sniping: If you’ve already successfully used Stealth at least 10 feet from your target, you can make one ranged attack, then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you’re moving.

If you have the Stealthy feat, you get a +2 bonus on Stealth checks.

Onland Campaign Skill Table Acrobatics Appraise



Craft Alchemy Unlike most craft skills, this skill may not be used untrained. Armorsmithing Basketweaving Barrelmaking Bookbinding Bowmaking Blacksmithing Calligraphy Carpentry Chandler Cobbling Gemcutting Leatherworking Painting Pottery Ropemaking Sculpting Shipmaking Stonemasonry Tailor / Seamstress Trapmaking Weaponsmithing Weaving. Diplomacy

Disable Device


Escape Artist

Fly Handle Animal

Iaijutsu Focus (Only Samurai may take ranks in this skill.) Heal


Knowledge Aberrations & Outsiders (aberrations, celestials, demons, devils, dragons, elementals, oozes) Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, magical beasts) Architecture and Engineering (buildings, aqueducts, bridges, fortifications) Geography (lands, terrain, climate, people) History (royalty, wars, colonies, migrations, founding of cities) Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids) Note: this skill must be purchased separately for each region. Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin) Nobility and Royalty (lineages, heraldry, family trees, mottoes, personalities) Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) Linguistics Perception Perform Act (comedy, drama, mime) Comedy (buffoonery, limericks, joke-telling) Dance (courtly dancing, folk dancing, belly dancing, jig) Oratory (epic, ode, storytelling) Percussion instruments (bells, chimes, drums, gong) String instruments (fiddle, harp, lute, mandolin) Wind instruments (bagpipes, flute, pan pipes, recorder, shawm, trumpet) Sing ballad, chant, melody)

Profession Apothecary Barber Barrister Boater Bookkeeper Brewer Butcher Cook Doctor Farmer Fisher Guide Guilder/Merchant Herbalist Herdsman Innkeeper Lumberjack Maidservant Miller Miner Navigator Plasterer Porter Rancher Roofer/Thatcher Sailor Soldier Scribe Shopkeeper/ Craftsman Siege Engineer Stablehand Tanner Teamster Warlord Whore Ride

Sense Motive

Sleight of Hand

Speak Language


Stealth Survival


Use Magic Device

The Onland Campaign Guide - Chapter 4: Skills

The Onland Campaign V TheHeraldOfOnn TheHeraldOfOnn