
Scry | Search | Sense Motive | Speak Language | Spellcraft | Spot | Swim | Tumble | Use Magic Device | Use Rope | Wilderness Lore
Use this skill to spy on someone with a scrying spell or a crystal ball or to perform some divinations.
Check:You can’t use this skill without some magical means to scry, such as the scrying spell, the greater scrying spell, the vision spell, or a crystal ball. Use of this skill is described in association with those spells and items. These items allow you to spy on others, and this skill just lets you do it better. This skill also improves your chance to notice when you’re being scried, as detailed in the descriptions of the arcane eye and detect scrying spells.
You can find secret doors, simple traps, hidden compartments, and other details not readily apparent. The Spot skill lets you notice something, such as a hiding rogue. The Search skill lets a character discern some small detail or irregularity through active effort.
Search does not allow you to find complex traps unless you are a rogue (see the “Special” section below).
Check: You generally must be within 10 feet of the object or surface to be searched. It takes 1 round to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side; doing so is a full-round action.
| Task | DC |
| Ransack a chest full of junk to find a certain item | 10 |
| Notice a typical secret door or a simple trap | 20 |
| Find a difficult nonmagical trap not of stone* | 21+ |
| Find a magic trap* | 25+ |
| spell level used to create | |
| Notice a well-hidden secret door | 30 |
*Even dwarves who are not rogues can use Search to do this if the trap is built into or out of stone.
Special: Active Abjuration spells within 10 feet of each other for 24 hours or more create barely visible energy fluctuations. These fluctuations give characters a +4 bonus to Search checks to locate such Abjuration spells.
While anyone can use Search to find a trap whose DC is 20 or less, only a character with the Traps feat can use Search to locate traps with higher DCs. (Exception: The spell find traps temporarily adds the Traps feat to the character's sheet) Finding a nonmagical trap has a DC of at least 20, and the DC is higher if it is well hidden. Finding a magic trap has a DC of 25 plus the level of the spell used to create it. Identifying the location of a snare spell has a DC of 23.
The spells explosive runes, fire trap, glyph of warding and symbol create magic traps that a rogue can find by making a Search check and then attempt to disarm by using Disable Device. Spike growth and spike stones, however, create magic traps that can be found using Search, but against which Disable Device checks do not succeed.
A dwarf, even one that does not have the Traps feat, can use the Search skill to find a difficult trap (those with DCs above 20) if the trap is built into or out of stone. They gain a +2 racial bonus to do so from their stonecutting ability.
Special: A character who does not have the Track feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less. (See the Track feat.)
Use this skill to tell when someone is bluffing you. This skill represents sensitivity to the body language, speech habits, and mannerisms of others.
Check: A successful check allows you to avoid being bluffed (see the Bluff skill). You can also use the skill to tell when something is up (something odd is going on that you were unaware of) or to assess someone’s trustworthiness. Trying to gain information with this skill takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.
| Sense Motive Task | DC |
| Hunch | 20 |
| Sense Enchantment | 25 |
Hunch:This use of the skill essentially means making a gut assessment of the social situation. You can get the feeling from another’s behavior that something is wrong, such as when you’re talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
Sense Enchantment: You can tell that someone’s behavior is being influenced by an Enchantment effect (by definition, a mind-affecting effect), such as charm person, even if that person isn’t aware of it herself.
Retry: No, though you may make a Sense Motive check for each bluff made on you.
Special: A character with a favored enemy gains a bonus on Sense Motive checks when using this skill against that favored enemy.
Speak Language (None; Trained Only)
The Speak Language skill doesn’t work like a standard skill.
• You start at 1st level knowing one or two languages (according to your race) plus an additional number of languages equal to your Intelligence bonus.
• Instead of buying a rank in Speak Language, you choose a new language that you can speak.
• You don’t make Speak Language checks. You either know a language or you don’t.
• A literate character can read and write any language she speaks. Each language has an alphabet (though sometimes several spoken languages share a single alphabet).
Common languages and their alphabets are summarized in Table: Languages, following.
Retry: Not applicable. (There are no Speak Language checks to fail.)
| Language | Typical Speakers | Alphabet |
| Abyssal | Demons, Chaotic Evil Outsiders | Infernal |
| Ancient | Historians | Ancient |
| Aquan | Water-Based Creatures | Elven |
| Aresswin | Aresswin | Aresswin |
| Auran | Air-Based Creatures | - |
| Celestial | Good Outsiders | Celestial |
| Common | Humans, Halflings, Half-Elves, Half-Orcs | Common |
| Commonsign | Deaf Surface Humanoids | - |
| Druidic | Druids | Druidic |
| Dwarven | Dwarves | Dwarven |
| Elven | Elves | Elven |
| Gnome | Gnomes | Dwarven |
| Goblin | Goblins, Hobgoblins, Bugbears | Dwarven |
| Giant | Ettins, Ogres, Giants | Dwarven |
| Gnoll | Gnolls | Common |
| Halfling | Halflings | Common |
| Ignan | Fire-Based Creatures | - |
| Infernal | Devils, Lawful Evil Outsiders | Infernal |
| Litgyali | Nomadic Humans | Common |
| Mashaugn | Amazon Humans | Common |
| Northlund | Humans Living in the Cold Extremes | Dwarven |
| Orc | Orcs | Dwarven |
| Sylvan | Dryads, Brownies, Leprechauns | Elven |
| Terran | Xorn and Other Earth-Based Creatures | Dwarven |
| Tribal | Tribal Humans | Common |
| Undercommon | Dark-Elves, Mind Flayers | Elven |
| Undersign | Deaf Underground Dwellers | - |
Spellcraft (Int; Trained Only)
Use this skill to identify spells as they are cast or spells already in place.
Check: You can identify spells and magic effects.
| DC | Task |
| 13 | When using read magic, identify a glyph of warding. |
| 15 + spell level | Identify a spell being cast. No retry. |
| 15 + spell level | Learn a spell from a spellbook or scroll. No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). |
| 15 + spell level | Prepare a spell from a borrowed spellbook. One try per day. |
| 15 + spell level | When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + half caster level.) |
| 19 | When using read magic, identify a symbol. |
| 20 + spell level | Identify a spell that’s already in place and in effect. (You must be able to detect the effects of the spell.) No retry. |
| 20 + spell level | Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No retry. |
| 20 + spell level | Decipher a written spell (such as a scroll) without using read magic. One try per day. |
| 20 | Draw a diagram to augment casting dimensional anchor on a summoned creature. Takes 10 minutes. No retry. The DM makes this check. |
| 30 or higher | Understand a strange or unique magical effect, such as the effects of a magic stream. No retry. |
Additionally, certain spells allow you to gain information about magic provided that you make a Spellcraft check as detailed in the spell description (for example, see the detect magic spell).
Retry: See above.
Special: If you have 5 or more ranks of Use Magic Device, you get a +2 synergy bonus to Spellcraft checks to decipher spells on scrolls.
Use this skill to notice bandits waiting in ambush, to see a rogue lurking in the shadows, or to see the giant centipede in the pile of trash.
Check: The Spot skill is used primarily to detect characters or creatures who are hiding. Typically, Spot is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it.
A Spot check result of greater than 20 can generally let you become aware of an invisible creature near you (though you can’t actually see it).
Spot is also used to detect someone in disguise (see the Disguise skill).
| Condition | Penalty |
| Per 10 feet of distance | -1 |
| Spotter Distracted | -5 |
Retry: You can make a Spot check every time you have the opportunity to notice something in a reactive manner. As a full-round action, you may attempt to spot something that you failed to spot previously.
Special: The subject of a hypnotism spell suffers a –4 penalty on Spot checks.
The target of a bard’s Fascinate ability suffers a –4 penalty on Spot checks.
A character with a favored enemy gains a bonus on Spot checks when using this skill against that favored enemy.
Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on.
Check: A successful Swim check allows you to swim one-quarter of your speed as a move-equivalent action or one half your speed as a full-round action. Roll once per round. If you fail, you make no progress through the water. If you fail by 5 or more, you go underwater and start to drown. The Dungeon Master has rules for drowning.
If you are underwater (whether drowning or swimming underwater intentionally), you suffer a cumulative –1 penalty to your Swim check for each consecutive round you’ve been underwater.
| Water | DC |
| Calm water | 10 |
| Rough water | 15 |
| Stormy water | 20 |
The DC for the Swim check depends on the water.
Each hour that you swim, make a Swim check against DC 20 or take 1d6 points of subdual damage from fatigue.
Special: Instead of an armor check penalty, you suffer a penalty of –1 for each 5 pounds of gear you are carrying or wearing.
Tumble (Dex; Trained Only; Armor Check Penalty)
You can dive, roll, somersault, flip, and so on. You can’t use this skill if your speed has been reduced by armor, excess equipment, or loot.
Check: You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as with the Perform skill).
| DC | Task |
| 15 | Treat a fall as if it were 10 feet shorter when determining damage. |
| 15 | Tumble up to 20 feet (as part of normal movement), suffering no attacks of opportunity while doing so. Failure means you tumble 20 feet but suffer attacks of opportunity normally. |
| 25 | Tumble up to 20 feet (as part of normal movement), suffering no attacks of opportunity while doing so and moving through areas occupied by enemies (over, under, or around them). Failure means you tumble 20 feet and can move through enemy-occupied areas but suffer attacks of opportunity normally. |
Retry: An audience, once it has judged a tumbler as uninteresting, is not receptive to repeat performances. You can try to reduce damage from a fall as an instant reaction once per fall. You can attempt to tumble as part of movement once per round.
Special: A character with 5 or more ranks in Tumble gains a +3 dodge AC bonus when executing the fight defensively standard or full-round action instead of a +2 dodge AC bonus (see Fighting Defensively).
A character with 5 or more ranks in Tumble gains a +6 dodge AC bonus when executing the total defense standard action instead of a +4 dodge AC bonus (see Total Defense).
If you have 5 or more ranks in Jump, you get a +2 synergy bonus on Tumble checks.
If you have 5 or more ranks in Tumble, you get a +2 synergy bonus on Balance checks.
UseMagicDevice (Cha; Trained Only)
Use this skill to activate magic devices, including scrolls and wands, that otherwise you could not activate.
Check: You can use this skill to read a spell or to activate a magic item. This skill lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were a different alignment.
When you’re attempting to activate a magic item using this skill, you do so as a standard action. (Speak to your Dungeon Master for discussions of how magic items are normally activated.) However, the checks you make to determine whether you are successful at emulating the desired factors to successfully perform the activation are instant. They take no time by themselves and are included in the activate magic item standard action.
You make emulation checks each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner (such as to emulate neutral evil to prevent yourself from being damaged by a book of vile darkness you are carrying when you are not evil), you need to make the relevant emulation checks once per hour.
You must consciously choose what to emulate. That is, you have to know what you are trying to emulate when you make an emulation check.
Decipher a Written Spell: This works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher.
Emulate Spell Ability: This use of the skill allows you to use a magic item as if you had a particular spell on your spell list. To cast a spell from a scroll or use a wand, you have to have a particular spell on your spell list. By using the skill this way, you can use such an item as if you did have the spell on your spell list. Your effective caster level is your result minus 20. (It’s okay to have a caster level of 0.) For wands, it doesn’t matter what caster level you are, but it does matter for scrolls. If your effective level is lower than the caster level, you may have a difficult time using a scroll successfully (see the Dungeon Master for more information on scrolls).
This skill does not let you cast the spell. It only lets you cast it from a scroll or wand as if the spell were on your class list. Note: If you are casting it from a scroll, you have to decipher it first.
Emulate Class Feature: Sometimes you need to use a class feature to activate a magic item. Your effective level in the emulated class equals your result minus 20. For example, Lidda finds a magic chalice that turns regular water into holy water when a cleric or experienced paladin channels positive energy into it as if turning undead. She attempts to activate the item by emulating the cleric’s undead turning power. Her effective cleric level is her result minus 20. Since a cleric can turn undead at 1st level, she needs a result of 21 or higher on her Use Magic Device check.
This skill does not let you use the class feature of another class. It just lets you activate magic items as if you had the class feature.
If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment as a separate check (see below).
Emulate Ability Score: To cast a spell from a scroll, you need a high ability score in the Wisdom. Your effective Wisdom score is your result minus 15. If you already have a high enough score in Wisdom, you don’t need to make this check.
Emulate Race: Some magic items work only for certain races, or work better for those of certain races. You can use such an item as if you were a race of your choice. For example, Lidda, a halfling, could attempt to use a +3 dwarven throwing hammer. If she failed her Use Magic Device check, the hammer would work for her normally as a halfling, but if she succeeded, it would work for her as if she were a dwarf. You can emulate only one race at a time.
Emulate Alignment: Some magic items have positive or negative effects based on your alignment. You can use these items as if you were of an alignment of your choice. For example, the book of vile darkness damages non-evil characters who touch it. Lidda could emulate an evil alignment so she could handle the book of vile darkness safely. You can emulate only one alignment at a time.
Activate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such items as if you were using the activation word, thought, or action even if you’re not and even if you don’t know it. You do have to use something equivalent. You have to speak, wave the item around, or otherwise attempt to get it to activate. You get a special +2 bonus if you’ve activated the item at least once before.
If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but it doesn’t do what you wanted it to do. The DM determines the result of a mishap, as with scroll mishaps. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy gets released, dealing 2d6 points of damage to you. Note: This mishap is in addition to the chance for a mishap that you normally run when you cast a spell from a scroll and the spell’s caster level is higher than your level.
Retry: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can’t try to activate it again for a day.
Special: You cannot take 10 with this skill. Magic is too unpredictable for you to use this skill reliably.
If you have 5 or more ranks in Spellcraft, you get a +2 synergy bonus on Use Magic Device checks related to scrolls. If you have 5 or more ranks in Decipher Script, you get a +2 synergy bonus on Use Magic Device checks related to scrolls. These bonuses stack.
With this skill, you can make firm knots, undo tricky knots, and bind prisoners with ropes.
Check: Most tasks with a rope are relatively simple.
| DC | Task |
| 10 | Tie a firm knot |
| 15 | Tie a special knot, such as one that slips, slides slowly, or loosens with a tug |
| 15 | Tie a rope around oneself one-handed |
| 15 | Splice two ropes together (takes 5 minutes) |
When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check. You get a special +10 bonus on the check because it is easier to bind someone than to escape from being tied up. You don’t even make your Use Rope check until someone tries to escape.
Special: A silk rope gives a +2 circumstance bonus on Use Rope checks. If you cast an animate rope spell on a rope, you get a +2 circumstance bonus to any Use Rope checks you make when using the rope. These bonuses stack.
If you have 5 or more ranks in Escape Artist, you get a +2 synergy bonus on checks to bind someone.
Use this skill to hunt wild game, guide a party safely through frozen wastelands, identify signs that owlbears live nearby, or avoid quicksand and other natural hazards.
Check: You can keep yourself and others safe and fed in the wild.
| DC | Task |
| 10 | Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10. |
| 15 | Gain +2 on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain +4 if stationary. You may grant the same bonus to one other character for every 1 point by which the check result exceeds 15. |
| 15 | Avoid getting lost or avoid natural hazards, such as quicksand. |
Retry: For getting along in the wild or for gaining the Fortitude save bonus, you make a check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed.
Special: If you have 5 or more ranks of Intuit Direction, you get a +2 synergy bonus on Wilderness Lore checks to avoid getting lost.
A character with a favored enemy gains a bonus on Wilderness Lore checks when using this skill to gain information about that favored enemy.
Skills: Alchemy-Disguise | Skills: EscapeArtist-IntuitDirection | Skills: Jump-Ride