Skills - Eberron Pathfinder
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Transcript of Skills - Eberron Pathfinder
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Skills
Contents
1 Skill Conversion1.1 New Skills
2 New Uses For Skills2.1 Craft - All2.2 Diplomacy - New Modifiers2.3 Diplomacy - Urban Tracking2.4 Heal (or Appraise) - Autopsy2.5 Intimidation (or other social skills) - Interrogation2.6 Knowledge: Any - Region of Origin2.7 Knowledge: Any - Research2.8 Sense Motive - Assessing Your Opponent2.9 Spellcraft - Examine Dragonmark2.10 Stealth - Hiding Someone Else2.11 Stealth - Tailing Someone
Skill Conversion
As Pathfinder uses a slightly different skill set and amountsof skill ranks than v3.5, use the follow to convert from one tothe other. Psicraft has now been combined with Spellcraft, ashas Use Psionic Device been combined with Use MagicDevice.
New Skills
This site uses the new skills Autohypnosis and Knowledge(psionics) detailed in Psionics Unleashed from DreamscarredPress.
New Uses For Skills
The following details new uses for listed skills.
Craft - All
Search this site
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Pathfinder Forums Given the advanced crafting techniques available in Eberron,I recommend using the Making Craft Work pdf by Spes MagnaGames.
Diplomacy - New Modifiers
Aspects of social interaction that have not come up regularlyin published Pathfinder material takes on a significantly moreimportant role in Eberron. Topics such as racism, classdiscrimination, wealth and the after effects of the Last War stillplay heavily on the minds of the common people. As such anumber of modifiers for Diplomacy, introduced in S:CoT, pg.128, have been added to every use of that skill.
Aspect or Situation Modifier
Clothing (compared to area you are in)
Inappropriate or worse than expected (peasantclothing in noble area)
-2 to -4
Tailored or better than appropriate (royalclothing in noble area)
+2 to +4
Community or Race
Fellow member of close knit community or race(shifter, changeling, orc)
+2
Member of undesired community or race(human vs. goblin, warforged, orc, etc)
-2 to -4
Citizen of opposed country -2 to -4
Wealth
Bribery or Gift (per 10% of NPC's total wealth,minimum 1 gp)
+1 each
Diplomacy - Urban Tracking
Finding a specific someone in a community is significantlydifferent than finding someone out in the wild. It relies more onknowing who to talk to, what to say and where to be in order tooverhear the right conversations. When tracking someone or agroup in a community, it is assumed that the player is spendingtime trekking throughout the community. During this time, theGM makes a series of secret Diplomacy checks, using thefollowing tables to determine the number of checks, DCs andmodifiers. Any modifier to Diplomacy for gathering informationapplies to this check as well. Each check takes 1 hour andeach check can be retried. Once all of the checks are successful, the player haseither found the area (building, sewer, street, etc) that thequarry is hiding or has definitively determined that the quarry is
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not in the community he is searching in. Approaching thequarry at this point is now a matter of Perception and Stealthchecks. Bonuses from the favored community class feature ofUrban Rangers, as well as other urban-oriented bonuses toSurvival, also apply to the Diplomacy check for Urban Tracking.
Community Size DiplomacyDC
Number ofChecks
Thorp, Hamlet or Village 5 1d3
Small or Large Town 10 1d4+1
Small or Large City 15 2d4
Metropolis 20 2d4+2
Conditions
Every 3 people in quarry'sparty
-1 per
Every 24 hours since quarrywas last seen
+1 per
Quarry is intentionally hiding +5
Quarry visually matchesprimary local demographic*
+2
Quarry visually does match anylocal demographic
-2
Rush job (each check takes 30minutes)
+5
* This always applies to changelings and other races that cannaturally disguise themselves.
Try Again: You can retry Diplomacy checks for UrbanTracking.
Heal (or Appraise) - Autopsy
To examine a dead body for clues, it takes an hour andrequires a Heal check, DC 10. This will determine the basiccause of death. For every 5 points over the DC, the resultreveals one more important piece of information. The processis the same for examining a destroyed or decayed object, but ituses the Appraise skill instead of Heal. The DC for the checkand the amount of information learned remains the same.However, the longer the subject has been decaying, or if thesubject has been disturbed, the more difficult it is to examine.See the modifiers below.
Aspect or Situation DC Modifier
Per 6 hours of natural decay +1
Per hour of accelerated decay +1
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Casually disturbed +2
Intentionally obfuscated (altered with intent todeceive)
+5
Incredibly obfuscated (altered with intent todevice by someone with ranks in Heal)
+10
Quick Examination (1 full-round action thatprovokes)
+10
Depending on what is discovered, additional Knowledgechecks may be needed. For example death by poison or drugwill require a Knowledge (nature) check, DC 10 + thesubstance’s CR. Death by magic may require a Knowledge(arcana) or Knowledge (planes) check to identify a spell orsummoned creature at the standard DC for the spell involved.
Try Again: You can retry Heal checks for Autopsies.
Intimidation (or other social skills) -Interrogation
In order to interrogate someone, there are three options.Regardless of which option you take, the time required is 1hour per check and a number of successful checks needed isequal to twice the target's Wisdom modifier, minimum of 2, inorder for them to 'break. Any option can be done quickly,requiring 1 full minute per check, at a +10 DC. Once thenumber of checks has been reached, the target provides youwith the desired information.
"Bad Cop": Intimidation, DC: 10 + 1/2 target's HD +Wisdom modifier + saving throw bonuses versus fear. Inaddition, the target must believe you are causing himharm in way he cannot prevent. This can be actual harmor done by a Bluff vs. Sense motive check. Targets thatare immune to fear are also immune to this option. Thismethod can be tried."Good Cop": Diplomacy, DC: 15 + target's currentreaction + the appropriate Request modifier (as perDiplomacy). In addition the target must believe you arewilling to help him or give him some valuable resource.This can be actual help or payment or done by a Bluffvs. Sense Motive check. This method can be retried."Sneaky Cop" Opposed Bluff vs. Sense MotiveAND Opposed Sense Motive vs. Bluff. Each pair countsas a single check when comparing against the target'sWisdom modifier. This method cannot be retried.
Try Again: You can retry Intimidation checks for "Bad Cop"
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interrogation, but each attempt raises the DC by +5. You canretry "Good Cop" interrogation, but only if you actually providehelp or a valuable resource. You cannot retry "Sneaky Cop"interrogation.
Knowledge: Any - Region of Origin
Knowledge checks made concerning your region of origin
can be made untrained up to DC 15, instead of the normal DC
10.
Knowledge: Any - Research
If you have access to a sizable library that covers the topicsyou are interested in, you can use the library to retryany failedKnowledge check. Likewise, while using the library, you canmake any Knowledge check untrained. To use a library, youmust spend a certain amount of time with it, but the library itselfprovides a circumstance bonus to your Knowledge check,based on the table below.
Library Size CircumstanceBonus
TimeNeeded
Basic (private collection,10,000 gp)
+1 1d4 hours
Simple (large private collection,25,000 gp)
+2 1d4+1hours
Moderate (university, 50,000gp)
+4 1d4+2hours
Complex (large university,100,000 gp or more)
+6 1d4+4hours
Linguistics - Forgery
Technically, this isn't a new use for the Linguistics skill,however if you have the ability to cast Arcane Mark, you canattempt to forge another's Arcane Mark with an appropriatesecret Linguistics check, with a -10 modifier.
Linguistics - Language List
Below is the list of the languages on Eberron.
Language Common Speakers
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Khorvairan Common, for those fromKhorvaire or Stormreach
Riedran Common, for those from Reidraor Adar
Argon Common, for those fromArgonnessen
Aboleth Aquatic aberrations
Abyssal Demons of Shavarath
Aklo Evil fey
Ancient Giant, aka Cyclops Ancient Giants of Xen'Drik
Aquan Water-based elementals
Auran Air-based elementals
Boggard Boggards
Celestial Archons of Shavarath
Daan Lawful outsiders of Daanvi
Daelkyr Daelkyr and other aberrationsfrom Xoriat
Dark Folk Dark folk
Draconic Dragons, Argonnessen
Drow Drow of Xen'Drik
Druidic Druids only
Dwarven Dwarves, Mror Holds
Elven Elves, Aerenal or Valenar
Giant Giants of Drooam
Gnoll Gnolls of Drooam
Gnomish Gnomes, Zilargo
Goblin Goblinoids of Darguun
Halfling Halflings, Talenta Plains
Ignan Fire-based elementals
Infernal Devils of Shavarath
Irial Positive outsiders of Irian
Kythric, aka Protean Chaotic outsiders of Kythri
Mabran Shadow outsiders of Mabar
Necril Necromancers and the undead
Orc Orcs, Eldeen Reaches orShadow Marches
Quor Quori and natives of Dal Quor
Risian Ice-based elementals
Sphinx Sphinxes
Sylvan Fae
Syranian Angels of Syrania
Tengu Tengu
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Terran Earth-based elementals
Treant Treants, Eldeen Reachs
Undercommon Khyber followers
Vegepygmy Vegepygmies
Sense Motive - Assessing YourOpponent
Provided that you can see or otherwise sence youropponent, you can use Sense Motive to determine theclass(es) and levels of your opponent. Doing so is part of thesame action as a Knowledge check to identify a creature. TheDC to do so is 5 + their CR for common classes, DC 10 + theirCR for uncommon classes or DC 15 + their CR for rare classes.Rarity is based on the specific game, but corebook classes areusually more common than others and having an archetype israrer than not having one. Because this is a Sense Motivecheck, opponents with ranks in Bluff add their Bluff modifier tothe DC to assess them. If you are successful, you correctly determine the class withthe highest level and their skill in relation to yours (less thanyour HD -2, your HD +/- 1 or greater than your HD +2). Foreach 5 you beat the DC by, you can determine one new pieceof information (as per the Knowledge skill), including the exactclass level and the existing or any multi-classing. Assessingyour opponent will never determine what, if any, spells orpowers he has already cast unless they have a visualcomponent.
Try Again: You can retry Sense Motive checks to AssessYour Opponent, but no more than once per encounter.
Spellcraft - Examine Dragonmark
If you can visually examine a dragonmark, you can make aSpellcraft check to determine the strength. The DC is 15 forLeast dragonmarks, 20 for Lesser, 25 for Greater and 30 forSiberys. If you can take 1 full minute doing so, you also learnthe exact spell-like abilities available to the bearer.
Try Again: You can retry Spellcraft checks to ExamineDragonmarks.
Stealth - Hiding Someone Else
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In order to hide someone other than yourself, you must havethem in a grapple and they must be your size or smaller. If theperson is cooperateing, then the penalty to your Stealth checkis their CMB. If the person is resisting, then the penalty to yourStealth check is their CMD.
Try Again: You cannot retry Stealth checks to HideSomeone Else.
Stealth - Tailing Someone
If you need to tail someone, make opposed Stealth vs yourtarget's Perception checks. If you are within 60', make thischeck every round. If you are beyond 60', make this checkevery minute. You must be able to locate your target at leastevery other round. Apply the following circumstance modifiersto your Stealth check. If you fail a Stealth check, you have beenspotted. At that point, the target can attempt to run, fight, orpretend you are not noticed and attempt lure you into a trap(your Sense Motive vs. their Bluff).
Aspect or Situation StealthModifier
Every 3 people in the following group -1
Every 3 people in the followed group +1
Person / group following is highly noticeable(famous, different, etc)
-4
Person / group followed is highly noticeable +4
Going through a lightly crowded area (enoughpeople to making running difficult)
+2
Going through a very crowded area (enoughpeople to making running impossible)
+4
Going through a most empty area (1-3 peoplewithin line of sight)
-2
Going through a completely empty area -4
Try Again: You cannot retry Stealth checks to Tail Someone.
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