Autohypnosis (Wis; Trained Only)

You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.

Check

The DC and the effect of a successful check depend on the task you attempt.

Task DC
Ignore caltrop wound 18
Memorize 20
Resist dying 20
Resist fear Fear effect DC
Willpower 20
Ignore Caltrop Wound

If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.

Memorize

You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

Resist Dying

You can attempt to slow your vital functions (heartbeat, breathing, etc.) in order to let your body stabilize. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour, etc.), you can substitute a DC 20 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.

Resist Fear

In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

Willpower

If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to -1 hit points, as normal when disabled.

Action

None. Making an Autohypnosis check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).

Try Again

Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses.

Special

If you have the Autonomous feat, you get a +2 bonus on Autohypnosis checks.

Diplomacy (Cha)

Use this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren't supposed to be.

Check: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.
Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.

Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase.

Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals.

Spellcraft (Int; Trained Only)

You have studied carefully the principles behind the way the universe operates. The Spellcraft skill covers both magic and psionics. In order to use it freely on magic, a character must be able to cast first-level spells or an equivalent. In order to use it freely on psionics, a character must be able to manifest first-level powers or an equivalent.

Otherwise, Spellcraft roll results are limited to 5× the number of ranks a character has taken in Knowledge (arcana) or Knowledge (psionics), whichever is appropriate. For this purpose, trained bonuses applied to Knowledge skills count as ranks in that skill.

Check

The DC and the effect of a successful check depend on the task you attempt.

Task † DC Retry
Identify a spell as it is being cast 15 + spell level No
Learn a spell from a spellbook or scroll 15 + spell level Yes
Prepare a spell from a borrowed spellbook 15 + spell level Yes
Identify the properties of a magic item using detect magic 15 + item's caster level Yes
Decipher a scroll 20 + spell level Yes
Craft a magic item Varies by item Yes
† All rules for magic also apply to their psionic analogues.
Identify Spell Being Cast

Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. You cannot retry checks made to identify a spell.

Learn Spell from Spellbook

Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again.

Prepare Spell from Borrowed Spellbook

Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day.

Determine Properties of Magic Item

Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

Craft Magic Items

Making a Spellcraft check to craft a magic item is made as part of the creation process.

Modifiers