Jump to content

Edit History

Arklytte

Arklytte

EPIC SKILLS
 

This list is mean to represent crazy high-level applications of existing skills. Much of the inspiration is drawn from the old 3.5E Epic Rules, but with some customizations to more appropriately fit this game.

Some of the skills and abilities are similar to various talents. If you have the requisite talent that supercedes one of these skill checks, you would use your existing talent instead.

Note that, as things move forward, I may end up needing to tweak some of the DC's, depending on what sort of skill levels I see. These are meant to be high level challenges, and if everyone can do literally all of them as a walkover...that's kind of no fun.
 
Apologies for the garbage formatting.  This stupid editor and I DO NOT get along.  I will work on making it look better, as I have time, but until then, I just wanted to at least get the info up.
 
 
Acrobatics
Or any surface that cannot support your weight.
Balance on hair-thin surface DC 30
This functions as the Water Walk spell, but you must end your turn on a surface that can support your weight (or make a separate check as above).
Walk on water DC 40
This functions as the Air Walk spell, but you must end your turn on a surface that can support your weight (or make a separate check as above).
Walk on clouds DC 60
Stand from prone as a free action without provoking an attack of opportunity.
Quick stand DC 35
Regardless of height fallen, all damage is reduced to 0 on successful check.
Ignore fall damage DC 80

Appraise
Sense the presence of gold, silver, etc. within Medium range, with your ranks in Appraise determining your effective caster level.
Detect nearby precious metals DC 75
Determine monetary value of a specific item as a free action
Quick Evaluate DC 40
Determine the most expensive object within your visual range as a free action.
Quick Loot DC 40

Bluff
This allows you to use your Bluff check (with a penalty) in place of an ally's for a lie they are telling.
Enhance Ally's Lie -30 penalty
This allows you to fool alignment-detecting magic, including magic that has different results based on your alignment. You may make a Bluff check as a non-action when affected by such magics to spontaneously project a different alignment, but you must choose a specific alignment when you do so.
Project False Alignment DC 30 + CL of spell
This allows you to mask your surface thoughts with whatever thoughts you wish. If you succeed at this check, you may also deliberately fail your Will save against mind-reading magic. If the mind-reader's Sense Motive still exceeds your total Bluff check, they are able to determine the thoughts are false.
Project false surface thoughts DC 70

Climb
Perfectly smooth flat vertical surface DC 30
Perfectly smooth flat ceiling DC 40
You must end your turn on a surface that can support your weight.
Climb on Air DC 60
Climb at full speed -20 penalty

Craft

You can declare that you've been working on any item you could craft in your spare time all along, and that it just needs a few last-minute tweaks to be fully useful. This takes only 1 minute and a successful Craft check based on the item's regular Craft DC; you must still provide an appropriate amount of raw materials and use proper tools. If successful, the item is completed. If the check fails, you were further away from being done than you thought and you can't make another attempt to finish the job until 24 hours have passed. You may not take 10 or 20 on this check.

 

Note that this applies specifically to uses of the Craft skill to make permanent items.  Volatile/One Use items, such as those produced by the Alchemy sphere cannot be created using Finishing Touches, unless one has taken the Create Stable Formulae feat, in which case, Finishing Touches would apply just like for any other regularly Crafted item.

Finishing touches +30 DC
Break any item you could craft down into raw material equal to one-quarter the item's cost in one minute.
Quick Salvage DC 50

Diplomacy
As the Diplomacy option of the Antagonize feat, except for the increased DC. If you possess Antagonize, you may use the DC listed for that feat.
Antagonize DC 30 + target's HD + target's Wis
As the Call Truce feat, except for the increased DC. If you possess Call Truce, the DC is reduced to what is listed for that feat.
Call Truce DC 50 + highest Cha of targets
Avoid suspicion when gathering information DC +20

Disguise

Disable Device
Suppress all magical properties of a magic item for 1d4 rounds, +1 round for every 5 by which the check succeeds.
Disable dweomer DC 35 + item CL
You may use your Disable Device skill in place of your CMB when making a dirty trick, disarm, reposition, sunder, or trip attempt against a construct.
Sabotage construct Construct's CMD +10

Escape Artist
Squeeze through a space smaller than your head but wider than your wrist.
Impossible squeeze DC 50
Move through a Protection sphere barrier ward or any similar object made of force.
Pass through barrier DC 80

Fly
Make a check to treat yourself as one size larger than normal for purposes of being checked or blown away by wind. This check must be made at the start of every round and stacks with other effective size reductions such as from the skill unlock.
Resist Wind DC 30

Handle Animal
Push an animal as a standard action instead of a full-round action. If you have the Rapid Handle talent, this becomes a move action instead.
Quick Push DC 50
Use one action to order two tricks, either from two different animals or two from the same. If two commands are given to the same animal, it will attempt to do both on the same turn if it is able, or if not will do one first then the other, as you command. The tricks can be different from one another and must be ones the animal knows. If used with the Mass Handle talent, this allows you to give all animals handled different tricks with the same action.
Double Trick DC 50

Heal
Reduce any use of the Heal skill by one step along the following path: one hour, one minute, full-round action, standard action, move action, swift action. You may apply this increase multiple times.
Quick Heal DC +20
You may provide long-term care (or any other use of the Heal skill that would normally disallow it) to yourself. This check is made separately from the check to provide care.
Heal Thyself DC 30
With one use of a healing kit and one minute of work, you can remove the fatigued condition from a character.
Treat Fatigue DC 40

Intimidate
As the Intimidate option of the Antagonize feat, except for the increased DC. If you possess Antagonize, you may use the DC listed for that feat.
Antagonize DC 30 + target's HD + target's Wis

Knowledge
With a sufficiently high Knowledge check, you may make a declaration about any aspect of the campaign setting that hasn't been previously established—generally about the existence of a organization, place, or object, or an interesting fact about the same. It cannot be about a specific person unless the person is famous enough for there to have been books written about them. For example, you could confidently declare that ogres love peanut butter, then make a Knowledge (local) check (because ogres are humanoids). If successful, then it turns out this fact was true. If unsuccessful, this fact is incorrect in some way, as determined by the GM. The DC is based on how common the knowledge would be if it were true—the existence of a metropolis would be very well known, while the peanut butter fact probably would not be. The DM has veto power over this use of the successful use of this skill, but if exercised then they must tell the player the "real" facts, and furthermore the expert declaration becomes a well-known rumor or conspiracy theory that the character is aware of. You may not take 10 or 20 on this check.
Expert declaration (common knowledge) DC 50
Expert declaration (obscure fact) DC 65
Expert declaration (secret) DC 90
When using a plane shift effect, you may attempt to make it more accurate with a successful Knowledge (the planes) skill check. Success reduces the distance to 5d20 miles instead of 5d100 miles. For every 10 points by which you beat the check, reduce the die size one step, to a minimum of 5d6 miles. If you are shifting back to your home plane, you may use a Knowledge (geography) check instead.
Precision Planeshift DC 35
You may attempt to perform a deific obedience or similar daily ritual that normally takes one hour to complete in one minute instead by making a Knowledge (religion) check. If you fail the check, you can still spend an additional 59 minutes to complete the ritual normally, but you cannot try to complete it quickly again for 24 hours. You may not take 10 or 20 on this check.
Quick Ritual DC 40
 
Linguistics
Forge document without sample DC +20
Decipher any text in an unfamiliar language in the same time it would take to read it normally.
Quick Decipher +20 DC
You may consult a non-magical text such as a Pathfinder Chronicle that would normally require 1d4 rounds to reference as a move action.
Quick Reference DC 30
Continue a conversation in an unknown language that you have previously succeeded at understanding.
Reply in unknown language DC 60
You may read a text in a language you speak in half the time by making a Linguistics check as if it were another language. Failure may indicate that you draw the wrong meaning as normal, having skimmed over some relevant section. You may further hasten your reading by applying this penalty multiple times, reading it in 1/3 the time, then 1/4th, then 1/5th, etc. You may apply this to a text in an unknown language after first applying the Quick Decipher penalty, above.
Speed Reading DC +10
Understand unknown spoken language DC 40

Perform
You use a performance to improve a target's attitude toward a character other than yourself by talking them up and otherwise promoting them, even if they are not present. This works like a Diplomacy check to improve attitude but the DC is +10 higher and the maximum improvement is to Friendly.
Hype Diplomacy DC +10

Perception
Perform a search for traps, secret doors, etc. as a free action
Quick Search DC +20
This is the DC for a character that is not attempting to use Stealth but is merely invisible, such as when attacking.
Notice active invisible creature DC 20
Or use the target's Stealth check if higher.
Notice unmoving living invisible creature DC 30
Notice inanimate invisible object DC 40
Notice unmoving unliving invisible creature DC 40
This is the DC to notice either an incorporeal creature that is not visible (whether invisible or just out of your field of vision, such as in the next room) or is hiding inside a solid object. A success on this check overrides an incorporeal creature's ability to be perfectly silent. Use the creature's Stealth check if it is higher.
Notice unseen incorporeal creature DC 80

Profession
You can declare that your character has contacts in a given city or other location related to their prior professional life. The contact can be anyone your character could plausibly have done business with, given the Profession skill being used. With a successful check, the contact exists and remembers you—but are not necessarily indisposed to help, starting with an Indifferent attitude. If the check fails, either the person is unavailable (dead, missing, etc.) or genuinely doesn't remember you, as determined by the GM. You may not take 10 or 20 on this check.
Professional contacts DC 40

Ride
You can continue to control your mount even if you can't perform any actions at all. This check must be made every round.
Unconscious control DC 50

Sense Motive
Determine a character's alignment after 1 minute of conversation. This defeats any magic that would be changing their projected alignment because it is based on their actual beliefs and actions as revealed subconsciously. If the character is successfully displaying a false alignment via the Bluff usage above, however, your check must beat theirs.
Discern alignment DC 40
After successfully sensing an enchantment, you may attempt to determine who placed the enchantment by interacting with them. If the enchantment was placed by someone you've never met or even heard of, you might only get a partial result.
Determine master DC 50

Sleight of Hand
Conceal one-handed weapon on body -20 penalty
Conceal two-handed weapon on body -30 penalty
You may reach into your pocket and pull out an item that you don't have written on your character sheet by making a Sleight of Hand check. The item must be either a generic item or a specific item that you have been within reach of during the campaign (you can't have the key to the jail cell unless you were close to the jailor). If it is a generic item, it can't be made of any special material, nor can be innately valuable (gold, gems, etc). The check is modified by the size of the item, as if you were concealing it. If you fail on this check, you can't retry for the same item—it turns out you didn't grab it when you had the chance. You may not take 10 or 20 on this check.
Kleptomania DC 50
Take any worn item, up to and including their armor, from a target. This only determines if you successfully grabbed the item; the target may still notice if their Perception check (with a +20 bonus) is high enough.
Remove worn clothing from target DC 60

Spellcraft
When a sphere effect that you have applied with the Contingency feat would come into effect, you may choose to negate it by making a Spellcraft check. This does not require any action on your part and may even be done if you are incapacitated, because it represents you having been able to fashion your trigger condition subtly enough that it excludes the current situation. If you succeed, the contingency effect remains untriggered.
Negate contingency DC 40
Whenever you successfully identify a spell as it is being cast, you also determine one of the following if your check beats the DC by 20 or more: their caster ability score, one general drawback they possess (not counting ones that make their presence obvious like Center of Power), one casting boon they possess. What information you receive is random.
Identify casting tradition DC +20
You may determine the properties of multiple magic items with the same action. Every 10 points by which you beat the DC of the item with the highest caster level allows you to identify another item. The action required does not change, so normally it would take 3 rounds to examine a group of items.
Mass Identify DC +10
You may identify magic items one step faster along the following path: 3 rounds, 1 round, standard action, swift action, free action. Identification faster than a standard action does not require close examination, though you take the normal penalty you would take to Perception checks for distance. You may apply this modifier more than once to further speed up the process, and you may combine it with the Mass Identify option above to apply it to multiple items at once.
Quick Identify DC +20
Break any magic item down into raw material equal to one-third the item's market cost in one minute. This does not damage the physical structure of the base item, so salvaging a magical sword will leave you with a perfectly usable nonmagical sword plus an amount of raw materials.
Quick Salvage DC 30 + CL

Stealth
Use your Stealth check with this penalty for an adjacent ally instead of their own. They must have concealment even if you are normally able to hide without it. The ally must remain adjacent to you or else they revert to using their own check.
Hide another -30 penalty

Survival
Identify race/kind of creature by tracks DC 30
This tells you the gender, age category, and armor/footwear worn of creatures by examining their tracks.
Identify specific details from tracks DC 50
You may ignore penalties for planar alignment traits for one day by making a Survival check. You may provide this protection to one additional creature for every 10 points by which your check result succeeds.
Planar survival (alignment traits) DC 35
You may avoid getting lost in environments with unusual gravity or geometry (such as the inside of a sphere or torus).
Planar survival (direction) DC 35
Craft a new effigy of hate (if you have that reaper technique) in one minute. If you fail the check, you may finish the trophy by spending the remaining 59 minutes required, or you may try again after 24 hours. You may not take 10 or 20 on this check.
Quick Effigy DC 50
Craft a reaper trophy for a new type of favored enemy in one minute. If you fail the check, you may finish the trophy by spending the remaining 59 minutes required. You may not try again with the remains of the same creature, though you may try again with the remains another creature of the same type that you have slain, if you have access to them. You may not take 10 or 20 on this check.
Quick Trophy DC 40
Track over water DC 30
Track through the air DC 50
This includes any situation where the tracked creature used extradimensional transportation such as teleportation, plane shift, etc. and would allow the tracker to pick up the trail once they arrived at the new plane.
Track across planar boundaries DC 70

Swim
Swim up waterfall DC 50
Swim full speed as move action -20 penalty

Use Magic Device
This allows you to charge a spell engine with 1 spell point that has already been charged once during the same day. You must still provide the spell point. You may continue to charge the spell engine with more points by increasing the DC by 10 each time; it resets 24 hours after the first spell point was added.
Charge spell engine DC 30
If you rolled a 1 attempting to activate a magic item, you can attempt to return the item to functioning status before 24 hours have passed with 1 minute of work and a successful check.
Clear mishap DC 35
After using a spell scroll, you may attempt to prevent it from being expended it by making a successful check. This check is separate from the check to activate the scroll in the first place, if one is needed.
Conserve scroll DC 50 + CL
You may attempt to wear an additional magic item on your body by fooling it into thinking it's the only one in that slot. The check must be made when the extra item is donned, and if unsuccessful cannot be tried again for 24 hours. For each additional magic item you attempt to wear that does not have an empty slot, you must make the check again with +10 DC each time.
Emulate open slot DC 50
If you are an armorist, you may dismiss an existing piece of bound equipment and bind a new one in its place in only 1 hour by making a successful check. The check is made at the end of the hour and if unsuccessful, you may either spend the remaining 7 hours to complete the process or wait 24 hours to try again. You may not take 10 or 20 on this check.
Quick equipment bind DC 45
With a successful check, you may take 1 minute to change one of your Oath boons that normally allows you to change choices made with 1 hour of meditation. The check is made at the end of the minute and if unsuccessful, no changes can be made without the remaining 59 minutes being spent (though you may make another attempt in 24 hours). You may not take 10 or 20 on this check.
Quick enhancement change DC 35

 

Arklytte

Arklytte

EPIC SKILLS
 

This list is mean to represent crazy high-level applications of existing skills. Much of the inspiration is drawn from the old 3.5E Epic Rules, but with some customizations to more appropriately fit this game.

Some of the skills and abilities are similar to various talents. If you have the requisite talent that supercedes one of these skill checks, you would use your existing talent instead.

Note that, as things move forward, I may end up needing to tweak some of the DC's, depending on what sort of skill levels I see. These are meant to be high level challenges, and if everyone can do literally all of them as a walkover...that's kind of no fun.
 
Apologies for the garbage formatting.  This stupid editor and I DO NOT get along.  I will work on making it look better, as I have time, but until then, I just wanted to at least get the info up.
 
 
Acrobatics
Or any surface that cannot support your weight.
Balance on hair-thin surface DC 30
This functions as the Water Walk spell, but you must end your turn on a surface that can support your weight (or make a separate check as above).
Walk on water DC 40
This functions as the Air Walk spell, but you must end your turn on a surface that can support your weight (or make a separate check as above).
Walk on clouds DC 60
Stand from prone as a free action without provoking an attack of opportunity.
Quick stand DC 35
Regardless of height fallen, all damage is reduced to 0 on successful check.
Ignore fall damage DC 80

Appraise
Sense the presence of gold, silver, etc. within Medium range, with your ranks in Appraise determining your effective caster level.
Detect nearby precious metals DC 75
Determine monetary value of a specific item as a free action
Quick Evaluate DC 40
Determine the most expensive object within your visual range as a free action.
Quick Loot DC 40

Bluff
This allows you to use your Bluff check (with a penalty) in place of an ally's for a lie they are telling.
Enhance Ally's Lie -30 penalty
This allows you to fool alignment-detecting magic, including magic that has different results based on your alignment. You may make a Bluff check as a non-action when affected by such magics to spontaneously project a different alignment, but you must choose a specific alignment when you do so.
Project False Alignment DC 30 + CL of spell
This allows you to mask your surface thoughts with whatever thoughts you wish. If you succeed at this check, you may also deliberately fail your Will save against mind-reading magic. If the mind-reader's Sense Motive still exceeds your total Bluff check, they are able to determine the thoughts are false.
Project false surface thoughts DC 70

Climb
Perfectly smooth flat vertical surface DC 30
Perfectly smooth flat ceiling DC 40
You must end your turn on a surface that can support your weight.
Climb on Air DC 60
Climb at full speed -20 penalty

Craft
You can declare that you've been working on any item you could craft in your spare time all along, and that it just needs a few last-minute tweaks to be fully useful. This takes only 1 minute and a successful Craft check based on the item's regular Craft DC; you must still provide an appropriate amount of raw materials and use proper tools. If successful, the item is completed. If the check fails, you were further away from being done than you thought and you can't make another attempt to finish the job until 24 hours have passed. You may not take 10 or 20 on this check.
Finishing touches +30 DC
Break any item you could craft down into raw material equal to one-quarter the item's cost in one minute.
Quick Salvage DC 50

Diplomacy
As the Diplomacy option of the Antagonize feat, except for the increased DC. If you possess Antagonize, you may use the DC listed for that feat.
Antagonize DC 30 + target's HD + target's Wis
As the Call Truce feat, except for the increased DC. If you possess Call Truce, the DC is reduced to what is listed for that feat.
Call Truce DC 50 + highest Cha of targets
Avoid suspicion when gathering information DC +20

Disguise

Disable Device
Suppress all magical properties of a magic item for 1d4 rounds, +1 round for every 5 by which the check succeeds.
Disable dweomer DC 35 + item CL
You may use your Disable Device skill in place of your CMB when making a dirty trick, disarm, reposition, sunder, or trip attempt against a construct.
Sabotage construct Construct's CMD +10

Escape Artist
Squeeze through a space smaller than your head but wider than your wrist.
Impossible squeeze DC 50
Move through a Protection sphere barrier ward or any similar object made of force.
Pass through barrier DC 80

Fly
Make a check to treat yourself as one size larger than normal for purposes of being checked or blown away by wind. This check must be made at the start of every round and stacks with other effective size reductions such as from the skill unlock.
Resist Wind DC 30

Handle Animal
Push an animal as a standard action instead of a full-round action. If you have the Rapid Handle talent, this becomes a move action instead.
Quick Push DC 50
Use one action to order two tricks, either from two different animals or two from the same. If two commands are given to the same animal, it will attempt to do both on the same turn if it is able, or if not will do one first then the other, as you command. The tricks can be different from one another and must be ones the animal knows. If used with the Mass Handle talent, this allows you to give all animals handled different tricks with the same action.
Double Trick DC 50

Heal
Reduce any use of the Heal skill by one step along the following path: one hour, one minute, full-round action, standard action, move action, swift action. You may apply this increase multiple times.
Quick Heal DC +20
You may provide long-term care (or any other use of the Heal skill that would normally disallow it) to yourself. This check is made separately from the check to provide care.
Heal Thyself DC 30
With one use of a healing kit and one minute of work, you can remove the fatigued condition from a character.
Treat Fatigue DC 40

Intimidate
As the Intimidate option of the Antagonize feat, except for the increased DC. If you possess Antagonize, you may use the DC listed for that feat.
Antagonize DC 30 + target's HD + target's Wis

Knowledge
With a sufficiently high Knowledge check, you may make a declaration about any aspect of the campaign setting that hasn't been previously established—generally about the existence of a organization, place, or object, or an interesting fact about the same. It cannot be about a specific person unless the person is famous enough for there to have been books written about them. For example, you could confidently declare that ogres love peanut butter, then make a Knowledge (local) check (because ogres are humanoids). If successful, then it turns out this fact was true. If unsuccessful, this fact is incorrect in some way, as determined by the GM. The DC is based on how common the knowledge would be if it were true—the existence of a metropolis would be very well known, while the peanut butter fact probably would not be. The DM has veto power over this use of the successful use of this skill, but if exercised then they must tell the player the "real" facts, and furthermore the expert declaration becomes a well-known rumor or conspiracy theory that the character is aware of. You may not take 10 or 20 on this check.
Expert declaration (common knowledge) DC 50
Expert declaration (obscure fact) DC 65
Expert declaration (secret) DC 90
When using a plane shift effect, you may attempt to make it more accurate with a successful Knowledge (the planes) skill check. Success reduces the distance to 5d20 miles instead of 5d100 miles. For every 10 points by which you beat the check, reduce the die size one step, to a minimum of 5d6 miles. If you are shifting back to your home plane, you may use a Knowledge (geography) check instead.
Precision Planeshift DC 35
You may attempt to perform a deific obedience or similar daily ritual that normally takes one hour to complete in one minute instead by making a Knowledge (religion) check. If you fail the check, you can still spend an additional 59 minutes to complete the ritual normally, but you cannot try to complete it quickly again for 24 hours. You may not take 10 or 20 on this check.
Quick Ritual DC 40
 
Linguistics
Forge document without sample DC +20
Decipher any text in an unfamiliar language in the same time it would take to read it normally.
Quick Decipher +20 DC
You may consult a non-magical text such as a Pathfinder Chronicle that would normally require 1d4 rounds to reference as a move action.
Quick Reference DC 30
Continue a conversation in an unknown language that you have previously succeeded at understanding.
Reply in unknown language DC 60
You may read a text in a language you speak in half the time by making a Linguistics check as if it were another language. Failure may indicate that you draw the wrong meaning as normal, having skimmed over some relevant section. You may further hasten your reading by applying this penalty multiple times, reading it in 1/3 the time, then 1/4th, then 1/5th, etc. You may apply this to a text in an unknown language after first applying the Quick Decipher penalty, above.
Speed Reading DC +10
Understand unknown spoken language DC 40

Perform
You use a performance to improve a target's attitude toward a character other than yourself by talking them up and otherwise promoting them, even if they are not present. This works like a Diplomacy check to improve attitude but the DC is +10 higher and the maximum improvement is to Friendly.
Hype Diplomacy DC +10

Perception
Perform a search for traps, secret doors, etc. as a free action
Quick Search DC +20
This is the DC for a character that is not attempting to use Stealth but is merely invisible, such as when attacking.
Notice active invisible creature DC 20
Or use the target's Stealth check if higher.
Notice unmoving living invisible creature DC 30
Notice inanimate invisible object DC 40
Notice unmoving unliving invisible creature DC 40
This is the DC to notice either an incorporeal creature that is not visible (whether invisible or just out of your field of vision, such as in the next room) or is hiding inside a solid object. A success on this check overrides an incorporeal creature's ability to be perfectly silent. Use the creature's Stealth check if it is higher.
Notice unseen incorporeal creature DC 80

Profession
You can declare that your character has contacts in a given city or other location related to their prior professional life. The contact can be anyone your character could plausibly have done business with, given the Profession skill being used. With a successful check, the contact exists and remembers you—but are not necessarily indisposed to help, starting with an Indifferent attitude. If the check fails, either the person is unavailable (dead, missing, etc.) or genuinely doesn't remember you, as determined by the GM. You may not take 10 or 20 on this check.
Professional contacts DC 40

Ride
You can continue to control your mount even if you can't perform any actions at all. This check must be made every round.
Unconscious control DC 50

Sense Motive
Determine a character's alignment after 1 minute of conversation. This defeats any magic that would be changing their projected alignment because it is based on their actual beliefs and actions as revealed subconsciously. If the character is successfully displaying a false alignment via the Bluff usage above, however, your check must beat theirs.
Discern alignment DC 40
After successfully sensing an enchantment, you may attempt to determine who placed the enchantment by interacting with them. If the enchantment was placed by someone you've never met or even heard of, you might only get a partial result.
Determine master DC 50

Sleight of Hand
Conceal one-handed weapon on body -20 penalty
Conceal two-handed weapon on body -30 penalty
You may reach into your pocket and pull out an item that you don't have written on your character sheet by making a Sleight of Hand check. The item must be either a generic item or a specific item that you have been within reach of during the campaign (you can't have the key to the jail cell unless you were close to the jailor). If it is a generic item, it can't be made of any special material, nor can be innately valuable (gold, gems, etc). The check is modified by the size of the item, as if you were concealing it. If you fail on this check, you can't retry for the same item—it turns out you didn't grab it when you had the chance. You may not take 10 or 20 on this check.
Kleptomania DC 50
Take any worn item, up to and including their armor, from a target. This only determines if you successfully grabbed the item; the target may still notice if their Perception check (with a +20 bonus) is high enough.
Remove worn clothing from target DC 60

Spellcraft
When a sphere effect that you have applied with the Contingency feat would come into effect, you may choose to negate it by making a Spellcraft check. This does not require any action on your part and may even be done if you are incapacitated, because it represents you having been able to fashion your trigger condition subtly enough that it excludes the current situation. If you succeed, the contingency effect remains untriggered.
Negate contingency DC 40
Whenever you successfully identify a spell as it is being cast, you also determine one of the following if your check beats the DC by 20 or more: their caster ability score, one general drawback they possess (not counting ones that make their presence obvious like Center of Power), one casting boon they possess. What information you receive is random.
Identify casting tradition DC +20
You may determine the properties of multiple magic items with the same action. Every 10 points by which you beat the DC of the item with the highest caster level allows you to identify another item. The action required does not change, so normally it would take 3 rounds to examine a group of items.
Mass Identify DC +10
You may identify magic items one step faster along the following path: 3 rounds, 1 round, standard action, swift action, free action. Identification faster than a standard action does not require close examination, though you take the normal penalty you would take to Perception checks for distance. You may apply this modifier more than once to further speed up the process, and you may combine it with the Mass Identify option above to apply it to multiple items at once.
Quick Identify DC +20
Break any magic item down into raw material equal to one-third the item's market cost in one minute. This does not damage the physical structure of the base item, so salvaging a magical sword will leave you with a perfectly usable nonmagical sword plus an amount of raw materials.
Quick Salvage DC 30 + CL

Stealth
Use your Stealth check with this penalty for an adjacent ally instead of their own. They must have concealment even if you are normally able to hide without it. The ally must remain adjacent to you or else they revert to using their own check.
Hide another -30 penalty

Survival
Identify race/kind of creature by tracks DC 30
This tells you the gender, age category, and armor/footwear worn of creatures by examining their tracks.
Identify specific details from tracks DC 50
You may ignore penalties for planar alignment traits for one day by making a Survival check. You may provide this protection to one additional creature for every 10 points by which your check result succeeds.
Planar survival (alignment traits) DC 35
You may avoid getting lost in environments with unusual gravity or geometry (such as the inside of a sphere or torus).
Planar survival (direction) DC 35
Craft a new effigy of hate (if you have that reaper technique) in one minute. If you fail the check, you may finish the trophy by spending the remaining 59 minutes required, or you may try again after 24 hours. You may not take 10 or 20 on this check.
Quick Effigy DC 50
Craft a reaper trophy for a new type of favored enemy in one minute. If you fail the check, you may finish the trophy by spending the remaining 59 minutes required. You may not try again with the remains of the same creature, though you may try again with the remains another creature of the same type that you have slain, if you have access to them. You may not take 10 or 20 on this check.
Quick Trophy DC 40
Track over water DC 30
Track through the air DC 50
This includes any situation where the tracked creature used extradimensional transportation such as teleportation, plane shift, etc. and would allow the tracker to pick up the trail once they arrived at the new plane.
Track across planar boundaries DC 70

Swim
Swim up waterfall DC 50
Swim full speed as move action -20 penalty

Use Magic Device
This allows you to charge a spell engine with 1 spell point that has already been charged once during the same day. You must still provide the spell point. You may continue to charge the spell engine with more points by increasing the DC by 10 each time; it resets 24 hours after the first spell point was added.
Charge spell engine DC 30
If you rolled a 1 attempting to activate a magic item, you can attempt to return the item to functioning status before 24 hours have passed with 1 minute of work and a successful check.
Clear mishap DC 35
After using a spell scroll, you may attempt to prevent it from being expended it by making a successful check. This check is separate from the check to activate the scroll in the first place, if one is needed.
Conserve scroll DC 50 + CL
You may attempt to wear an additional magic item on your body by fooling it into thinking it's the only one in that slot. The check must be made when the extra item is donned, and if unsuccessful cannot be tried again for 24 hours. For each additional magic item you attempt to wear that does not have an empty slot, you must make the check again with +10 DC each time.
Emulate open slot DC 50
If you are an armorist, you may dismiss an existing piece of bound equipment and bind a new one in its place in only 1 hour by making a successful check. The check is made at the end of the hour and if unsuccessful, you may either spend the remaining 7 hours to complete the process or wait 24 hours to try again. You may not take 10 or 20 on this check.
Quick equipment bind DC 45
With a successful check, you may take 1 minute to change one of your Oath boons that normally allows you to change choices made with 1 hour of meditation. The check is made at the end of the minute and if unsuccessful, no changes can be made without the remaining 59 minutes being spent (though you may make another attempt in 24 hours). You may not take 10 or 20 on this check.
Quick enhancement change DC 35

 

Arklytte

Arklytte

EPIC SKILLS
 

This list is mean to represent crazy high-level applications of existing skills. Much of the inspiration is drawn from the old 3.5E Epic Rules, but with some customizations to more appropriately fit this game.

Some of the skills and abilities are similar to various talents. If you have the requisite talent that supercedes one of these skill checks, you would use your existing talent instead.

Note that, as things move forward, I may end up needing to tweak some of the DC's, depending on what sort of skill levels I see. These are meant to be high level challenges, and if everyone can do literally all of them as a walkover...that's kind of no fun.
 
Apologies for the garbage formatting.  This stupid editor and I DO NOT get along.  I will work on making it look better, as I have time, but until then, I just wanted to at least get the info up.
 
 
Acrobatics
Or any surface that cannot support your weight.
Balance on hair-thin surface DC 30
This functions as the Water Walk spell, but you must end your turn on a surface that can support your weight (or make a separate check as above).
Walk on water DC 40
This functions as the Air Walk spell, but you must end your turn on a surface that can support your weight (or make a separate check as above).
Walk on clouds DC 60
Stand from prone as a free action without provoking an attack of opportunity.
Quick stand DC 35
Regardless of height fallen, all damage is reduced to 0 on successful check.
Ignore fall damage DC 80

Appraise
Sense the presence of gold, silver, etc. within Medium range, with your ranks in Appraise determining your effective caster level.
Detect nearby precious metals DC 75
Determine monetary value of a specific item as a free action
Quick Evaluate DC 40
Determine the most expensive object within your visual range as a free action.
Quick Loot DC 40

Bluff
This allows you to use your Bluff check (with a penalty) in place of an ally's for a lie they are telling.
Enhance Ally's Lie -30 penalty
This allows you to fool alignment-detecting magic, including magic that has different results based on your alignment. You may make a Bluff check as a non-action when affected by such magics to spontaneously project a different alignment, but you must choose a specific alignment when you do so.
Project False Alignment DC 30 + CL of spell
This allows you to mask your surface thoughts with whatever thoughts you wish. If you succeed at this check, you may also deliberately fail your Will save against mind-reading magic. If the mind-reader's Sense Motive still exceeds your total Bluff check, they are able to determine the thoughts are false.
Project false surface thoughts DC 70

Climb
Perfectly smooth flat vertical surface DC 30
Perfectly smooth flat ceiling DC 40
You must end your turn on a surface that can support your weight.
Climb on Air DC 60
Climb at full speed -20 penalty

Craft
You can declare that you've been working on any item you could craft in your spare time all along, and that it just needs a few last-minute tweaks to be fully useful. This takes only 1 minute and a successful Craft check based on the item's regular Craft DC; you must still provide an appropriate amount of raw materials and use proper tools. If successful, the item is completed. If the check fails, you were further away from being done than you thought and you can't make another attempt to finish the job until 24 hours have passed. You may not take 10 or 20 on this check.
Finishing touches +30 DC
Break any item you could craft down into raw material equal to one-quarter the item's cost in one minute.
Quick Salvage DC 50

Diplomacy
As the Diplomacy option of the Antagonize feat, except for the increased DC. If you possess Antagonize, you may use the DC listed for that feat.
Antagonize DC 30 + target's HD + target's Wis
As the Call Truce feat, except for the increased DC. If you possess Call Truce, the DC is reduced to what is listed for that feat.
Call Truce DC 50 + highest Cha of targets
Avoid suspicion when gathering information DC +20

Disguise

Disable Device
Suppress all magical properties of a magic item for 1d4 rounds, +1 round for every 5 by which the check succeeds.
Disable dweomer DC 35 + item CL
You may use your Disable Device skill in place of your CMB when making a dirty trick, disarm, reposition, sunder, or trip attempt against a construct.
Sabotage construct Construct's CMD +10

Escape Artist
Squeeze through a space smaller than your head but wider than your wrist.
Impossible squeeze DC 50
Move through a Protection sphere barrier ward or any similar object made of force.
Pass through barrier DC 80

Fly
Make a check to treat yourself as one size larger than normal for purposes of being checked or blown away by wind. This check must be made at the start of every round and stacks with other effective size reductions such as from the skill unlock.
Resist Wind DC 30

Handle Animal
Push an animal as a standard action instead of a full-round action. If you have the Rapid Handle talent, this becomes a move action instead.
Quick Push DC 50
Use one action to order two tricks, either from two different animals or two from the same. If two commands are given to the same animal, it will attempt to do both on the same turn if it is able, or if not will do one first then the other, as you command. The tricks can be different from one another and must be ones the animal knows. If used with the Mass Handle talent, this allows you to give all animals handled different tricks with the same action.
Double Trick DC 50

Heal
Reduce any use of the Heal skill by one step along the following path: one hour, one minute, full-round action, standard action, move action, swift action. You may apply this increase multiple times.
Quick Heal DC +20
You may provide long-term care (or any other use of the Heal skill that would normally disallow it) to yourself. This check is made separately from the check to provide care.
Heal Thyself DC 30
With one use of a healing kit and one minute of work, you can remove the fatigued condition from a character.
Treat Fatigue DC 40

Intimidate
As the Intimidate option of the Antagonize feat, except for the increased DC. If you possess Antagonize, you may use the DC listed for that feat.
Antagonize DC 30 + target's HD + target's Wis

Knowledge
With a sufficiently high Knowledge check, you may make a declaration about any aspect of the campaign setting that hasn't been previously established—generally about the existence of a organization, place, or object, or an interesting fact about the same. It cannot be about a specific person unless the person is famous enough for there to have been books written about them. For example, you could confidently declare that ogres love peanut butter, then make a Knowledge (local) check (because ogres are humanoids). If successful, then it turns out this fact was true. If unsuccessful, this fact is incorrect in some way, as determined by the GM. The DC is based on how common the knowledge would be if it were true—the existence of a metropolis would be very well known, while the peanut butter fact probably would not be. The DM has veto power over this use of the successful use of this skill, but if exercised then they must tell the player the "real" facts, and furthermore the expert declaration becomes a well-known rumor or conspiracy theory that the character is aware of. You may not take 10 or 20 on this check.
Expert declaration (common knowledge) DC 50
Expert declaration (obscure fact) DC 65
Expert declaration (secret) DC 90
When using a plane shift effect, you may attempt to make it more accurate with a successful Knowledge (the planes) skill check. Success reduces the distance to 5d20 miles instead of 5d100 miles. For every 10 points by which you beat the check, reduce the die size one step, to a minimum of 5d6 miles. If you are shifting back to your home plane, you may use a Knowledge (geography) check instead.
Precision Planeshift DC 35
You may attempt to perform a deific obedience or similar daily ritual that normally takes one hour to complete in one minute instead by making a Knowledge (religion) check. If you fail the check, you can still spend an additional 59 minutes to complete the ritual normally, but you cannot try to complete it quickly again for 24 hours. You may not take 10 or 20 on this check.
Quick Ritual DC 40
 
Linguistics
Forge document without sample DC +20
Decipher any text in an unfamiliar language in the same time it would take to read it normally.
Quick Decipher +20 DC
You may consult a non-magical text such as a Pathfinder Chronicle that would normally require 1d4 rounds to reference as a move action.
Quick Reference DC 30
Continue a conversation in an unknown language that you have previously succeeded at understanding.
Reply in unknown language DC 60
You may read a text in a language you speak in half the time by making a Linguistics check as if it were another language. Failure may indicate that you draw the wrong meaning as normal, having skimmed over some relevant section. You may further hasten your reading by applying this penalty multiple times, reading it in 1/3 the time, then 1/4th, then 1/5th, etc. You may apply this to a text in an unknown language after first applying the Quick Decipher penalty, above.
Speed Reading DC +10
Understand unknown spoken language DC 40

Perform
You use a performance to improve a target's attitude toward a character other than yourself by talking them up and otherwise promoting them, even if they are not present. This works like a Diplomacy check to improve attitude but the DC is +10 higher and the maximum improvement is to Friendly.
Hype Diplomacy DC +10

Perception
Perform a search for traps, secret doors, etc. as a free action
Quick Search DC +20
This is the DC for a character that is not attempting to use Stealth but is merely invisible, such as when attacking.
Notice active invisible creature DC 20
Or use the target's Stealth check if higher.
Notice unmoving living invisible creature DC 30
Notice inanimate invisible object DC 40
Notice unmoving unliving invisible creature DC 40
This is the DC to notice either an incorporeal creature that is not visible (whether invisible or just out of your field of vision, such as in the next room) or is hiding inside a solid object. A success on this check overrides an incorporeal creature's ability to be perfectly silent. Use the creature's Stealth check if it is higher.
Notice unseen incorporeal creature DC 80

Profession
You can declare that your character has contacts in a given city or other location related to their prior professional life. The contact can be anyone your character could plausibly have done business with, given the Profession skill being used. With a successful check, the contact exists and remembers you—but are not necessarily indisposed to help, starting with an Indifferent attitude. If the check fails, either the person is unavailable (dead, missing, etc.) or genuinely doesn't remember you, as determined by the GM. You may not take 10 or 20 on this check.
Professional contacts DC 40

Ride
You can continue to control your mount even if you can't perform any actions at all. This check must be made every round.
Unconscious control DC 50

Sense Motive
Determine a character's alignment after 1 minute of conversation. This defeats any magic that would be changing their projected alignment because it is based on their actual beliefs and actions as revealed subconsciously. If the character is successfully displaying a false alignment via the Bluff usage above, however, your check must beat theirs.
Discern alignment DC 40
After successfully sensing an enchantment, you may attempt to determine who placed the enchantment by interacting with them. If the enchantment was placed by someone you've never met or even heard of, you might only get a partial result.
Determine master DC 50

Sleight of Hand
Conceal one-handed weapon on body -20 penalty
Conceal two-handed weapon on body -30 penalty
You may reach into your pocket and pull out an item that you don't have written on your character sheet by making a Sleight of Hand check. The item must be either a generic item or a specific item that you have been within reach of during the campaign (you can't have the key to the jail cell unless you were close to the jailor). If it is a generic item, it can't be made of any special material, nor can be innately valuable (gold, gems, etc). The check is modified by the size of the item, as if you were concealing it. If you fail on this check, you can't retry for the same item—it turns out you didn't grab it when you had the chance. You may not take 10 or 20 on this check.
Kleptomania DC 50
Take any worn item, up to and including their armor, from a target. This only determines if you successfully grabbed the item; the target may still notice if their Perception check (with a +20 bonus) is high enough.
Remove worn clothing from target DC 60

Spellcraft
When a sphere effect that you have applied with the Contingency feat would come into effect, you may choose to negate it by making a Spellcraft check. This does not require any action on your part and may even be done if you are incapacitated, because it represents you having been able to fashion your trigger condition subtly enough that it excludes the current situation. If you succeed, the contingency effect remains untriggered.
Negate contingency DC 40
Whenever you successfully identify a spell as it is being cast, you also determine one of the following if your check beats the DC by 20 or more: their caster ability score, one general drawback they possess (not counting ones that make their presence obvious like Center of Power), one casting boon they possess. What information you receive is random.
Identify casting tradition DC +20
You may determine the properties of multiple magic items with the same action. Every 10 points by which you beat the DC of the item with the highest caster level allows you to identify another item. The action required does not change, so normally it would take 3 rounds to examine a group of items.
Mass Identify DC +10
You may identify magic items one step faster along the following path: 3 rounds, 1 round, standard action, swift action, free action. Identification faster than a standard action does not require close examination, though you take the normal penalty you would take to Perception checks for distance. You may apply this modifier more than once to further speed up the process, and you may combine it with the Mass Identify option above to apply it to multiple items at once.
Quick Identify DC +20
Break any magic item down into raw material equal to one-third the item's market cost in one minute. This does not damage the physical structure of the base item, so salvaging a magical sword will leave you with a perfectly usable nonmagical sword plus an amount of raw materials.
Quick Salvage DC 30 + CL

Stealth
Use your Stealth check with this penalty for an adjacent ally instead of their own. They must have concealment even if you are normally able to hide without it. The ally must remain adjacent to you or else they revert to using their own check.
Hide another -30 penalty

Survival
Identify race/kind of creature by tracks DC 30
This tells you the gender, age category, and armor/footwear worn of creatures by examining their tracks.
Identify specific details from tracks DC 50
You may ignore penalties for planar alignment traits for one day by making a Survival check. You may provide this protection to one additional creature for every 10 points by which your check result succeeds.
Planar survival (alignment traits) DC 35
You may avoid getting lost in environments with unusual gravity or geometry (such as the inside of a sphere or torus).
Planar survival (direction) DC 35
Craft a new effigy of hate (if you have that reaper technique) in one minute. If you fail the check, you may finish the trophy by spending the remaining 59 minutes required, or you may try again after 24 hours. You may not take 10 or 20 on this check.
Quick Effigy DC 50
Craft a reaper trophy for a new type of favored enemy in one minute. If you fail the check, you may finish the trophy by spending the remaining 59 minutes required. You may not try again with the remains of the same creature, though you may try again with the remains another creature of the same type that you have slain, if you have access to them. You may not take 10 or 20 on this check.
Quick Trophy DC 40
Track over water DC 30
Track through the air DC 50
This includes any situation where the tracked creature used extradimensional transportation such as teleportation, plane shift, etc. and would allow the tracker to pick up the trail once they arrived at the new plane.
Track across planar boundaries DC 70

Swim
Swim up waterfall DC 50
Swim full speed as move action -20 penalty

Use Magic Device
This allows you to charge a spell engine with 1 spell point that has already been charged once during the same day. You must still provide the spell point. You may continue to charge the spell engine with more points by increasing the DC by 10 each time; it resets 24 hours after the first spell point was added.
Charge spell engine DC 30
If you rolled a 1 attempting to activate a magic item, you can attempt to return the item to functioning status before 24 hours have passed with 1 minute of work and a successful check.
Clear mishap DC 35
After using a spell scroll, you may attempt to prevent it from being expended it by making a successful check. This check is separate from the check to activate the scroll in the first place, if one is needed.
Conserve scroll DC 50 + CL
You may attempt to wear an additional magic item on your body by fooling it into thinking it's the only one in that slot. The check must be made when the extra item is donned, and if unsuccessful cannot be tried again for 24 hours. For each additional magic item you attempt to wear that does not have an empty slot, you must make the check again with +10 DC each time.
Emulate open slot DC 50
If you are an armorist, you may dismiss an existing piece of bound equipment and bind a new one in its place in only 1 hour by making a successful check. The check is made at the end of the hour and if unsuccessful, you may either spend the remaining 7 hours to complete the process or wait 24 hours to try again. You may not take 10 or 20 on this check.
Quick equipment bind DC 45
With a successful check, you may take 1 minute to change one of your Oath boons that normally allows you to change choices made with 1 hour of meditation. The check is made at the end of the minute and if unsuccessful, no changes can be made without the remaining 59 minutes being spent (though you may make another attempt in 24 hours). You may not take 10 or 20 on this check.
Quick enhancement change DC 35

 

Arklytte

Arklytte

EPIC SKILLS
 

This list is mean to represent crazy high-level applications of existing skills. Much of the inspiration is drawn from the old 3.5E Epic Rules, but with some customizations to more appropriately fit this game.

Some of the skills and abilities are similar to various talents. If you have the requisite talent that supercedes one of these skill checks, you would use your existing talent instead.

Note that, as things move forward, I may end up needing to tweak some of the DC's, depending on what sort of skill levels I see. These are meant to be high level challenges, and if everyone can do literally all of them as a walkover...that's kind of no fun.
 
 
 

 

×
×
  • Create New...