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.
- The Target: The base DC for any Diplomacy check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom. High-level characters are more committed to their views and are less likely to be swayed; high Wisdom characters are more likely to perceive the speaker's real motives and aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each.
- The Relationship: Whether they love, hate, or have never met each other, the relationship between two people always influences any request.
- -10 Intimate: Someone who with whom you have an implicit trust. Example: A lover or spouse.
- -7 Friend: Someone with whom you have a regularly positive personal relationship. Example: A long-time buddy or a sibling.
- -5 Ally: Someone on the same team, but with whom you have no personal relationship. Example: A cleric of the same religion or a knight serving the same king.
- -2 Acquaintance (Positive): Someone you have met several times with no particularly negative experiences. Example: The blacksmith that buys your looted equipment regularly.
- +0 Just Met: No relationship whatsoever. Example: A guard at a castle or a traveler on a road.
- +2 Acquaintance (Negative): Someone you have met several times with no particularly positive experiences. Example: A town guard that has arrested you for drunkenness once or twice.
- +5 Enemy: Someone on an opposed team, with whom you have no personal relationship. Example: A cleric of a philosophically-opposed religion or an orc bandit who is robbing you.
- +7 Personal Foe: Someone with whom you have a regularly antagonistic personal relationship. Example: An evil warlord whom you are attempting to thwart, or a bounty hunter who is tracking you down for your crimes.
- +10 Nemesis: Someone who has sworn to do you, personally, harm. Example: The brother of a man you murdered in cold blood.
- Risk vs. Reward Judgement: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC themselves and what they might value; while 10 gp might be chump change to an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.
- -10 Fantastic: The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for something of no value to the subject, such as information that is not a secret.
- -5 Favorable: The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.
- +0 Even: The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret.
- +5 Unfavorable: The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money.
- +10 Horrible: There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a castle.
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
-
If you are a specialist wizard, you get a +2 bonus on Spellcraft checks made to identify, learn, and prepare spells from your chosen school. Similarly, you take a –5 penalty on similar checks made concerning spells from your opposition schools.
-
A psion gains a +2 bonus on Spellcraft checks when dealing with a power or effect from his discipline (if any).
-
An elf gets a +2 racial bonus on Spellcraft checks to identify the properties of magic items.
-
If you have the Magical Aptitude feat, you get a +2 bonus on all Spellcraft checks. If you have 10 or more ranks in Spellcraft, the bonus increases to +4.