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CHARISMA-BASED SKILLS
Select a Skill from the drop-downlist:
Bluff
(Cha)
Check: A Bluff check is opposed by the target's Sense Motive check when trying to con or mislead. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff.
| Example Circumstances | Sense Motive Modifier |
|---|---|
| The target wants to believe the character. | -5 |
| The bluff is believable and doesn't affect the target much one way or the other. | +0 |
| The bluff is a little hard to believe or puts the target at some kind of risk. | +5 |
| The bluff is hard to believe or entails a large risk for the target. | +10 |
| The bluff is way out there; it's almost too incredible to consider. | +20 |
Two circumstances can work against the character: The bluff is hard to believe, or the action that the bluff requires the target to take goes against the target's self-interest, nature, personality, or orders. If it's important, the GM can distinguish between a bluff that fails because the target doesn't believe it and one that fails because it asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the target's Sense Motive check succeeds by 10 or less, then the target didn't so much see through the bluff as prove reluctant to go along with it. If the target's Sense Motive check succeeds by 11 or more, he has seen through the bluff, and would have succeeded in doing so even if it had not placed any demand on him (that is, even without the +10 bonus).
A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1 round or less), or the target believes something that the character wants him or her to believe. A bluff requires interaction between the character and the target. Targets unaware of the character can't be bluffed.
Feinting in Combat: A character can also use Bluff to mislead an opponent in combat so that the opponent can't dodge the character's attack effectively. If the character succeeds, the next attack the character makes against the target ignores his or her Dexterity bonus to Defense (if the opponent has one), thus lowering his or her Defense score. Using Bluff in this way against a creature of animal intelligence (Int 1 or 2) requires a -8 penalty on the check. Against a nonintelligent creature, feinting is impossible.
Creating a Diversion to Hide: A character can use Bluff to help him or her hide. A successful Bluff check gives the character the momentary diversion needed to attempt a Hide check while people are aware of the character. (See the Hide skill)
Sending a Secret Message: A character can use Bluff to send and understand secret messages while appearing to be speaking about other things. The DC for a basic message is 10. Complex messages or messages trying to communicate new information have DCs of 15 or 20. Both the sender and the receiver must make the check for the secret message to be successfully relayed and understood. Anyone listening in on a secret message can attempt a Sense Motive check (DC equal to the sender's Bluff check result). If successful, the eavesdropper realizes that a secret message is contained in the communication. If the eavesdropper beats the DC by 5 or more, he or she understands the secret message. Whether trying to send or intercept a message, a failure by 5 or more points means that one side or the other misinterprets the message in some fashion.
Try Again: Generally, a failed Bluff check makes the target too suspicious for the character to try another bluff in the same circumstances. For feinting in combat, the character may try again freely.
Special: A character can take 10 when making a bluff (except for feinting in combat), but can't take 20. A character with the Deceptive feat gets a +2 bonus on all Bluff checks.
Time: A bluff takes at least 1 round (and is at least a full-round action) but can take much longer if the character tries something elaborate. Using Bluff as a feint in combat is an attack action.
Diplomacy
(Cha)
Check: A character can change others' attitudes with a successful check (see the table below). In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party. Diplomacy can be used to influence a GM character's attitude. The GM chooses the character's initial attitude based on circumstances. Most of the time, the people the heroes meet are indifferent toward them, but a specific situation may call for a different initial attitude. The DCs given in the accompanying table show what it takes to change someone's attitude with the use of the Diplomacy skill. The character doesn't declare a specific outcome he or she is trying for; instead, make the check and compare the result to the table below.
| Attitude | Means | Possible Actions |
|---|---|---|
| Hostile | Will take risks to hurt or avoid you | Attack, interfere, berate, flee |
| Unfriendly | Wishes you ill | Mislead, gossip, avoid, watch suspiciously, insult |
| Indifferent | Doesn't much care | Act as socially expected |
| Friendly | Wishes you well | Chat, advise, offer limited help, advocate |
| Helpful | Will take risks to help you | Protect, back up, heal, aid |
| Initial | -------- New Attitude -------- | ||||
|---|---|---|---|---|---|
| Attitude | Hostile | Unf. | Indif. | Friendly | Helpful |
| Hostile | 19 or less | 20 | 25 | 35 | 45 |
| Unfriendly | 4 or less | 5 | 15 | 25 | 35 |
| Indifferent | - | 0 or less | 1 | 15 | 25 |
| Friendly | - | - | 0 or less | 1 | 15 |
Bribery and Diplomacy: Offering money or another form of favor can, in the right situation, improve a character's chances with a Diplomacy skill check. Bribery allows a character to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering.
An illegal act, bribery requires two willing participants-one to offer a bribe and the other to accept it. When a character requires a bribe to render services, then a hero's Diplomacy check automatically fails if a bribe isn't attached to it. If a bribe isn't required, a hero can add a bribe to get a bonus on his or her skill check. This can backfire, as some characters will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report the hero to the proper authorities.
To make a bribe, you must make a Wealth check against a DC set by your GM. Several typical DCs are given on Table 4-13 in the Services section. If you succeed in the check, you gain a +5 bonus on your Diplomacy check when making the bribe. For every point by which you beat the Wealth check DC, the bonus increases by +1, to a maximum bonus of +10. You may take 10 on the Wealth check, but you cannot take 20.
| Bribe Target | Purchase DC |
|---|---|
| Bouncer | 6 |
| Bureaucrat | 10 |
| Informant | 7 |
| Police officer | 10 |
Try Again: Generally, trying again doesn't work. Even if the initial check succeeds, the other character can only be persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his or her position, and trying again is futile.
Special: A character can take 10 when making a Diplomacy check, but can't take 20. A character with the Trustworthy feat gets a +2 bonus on all Diplomacy checks.
Time: Diplomacy is at least a full-round action. The GM may determine that some negotiations require a longer period of time.
Disguise
(Cha)
Check: A character's Disguise check result determines how good the disguise is. It is opposed by others' Spot check results. Make one Disguise check even if several people make Spot checks. The GM makes the character's Disguise check secretly so that the character is not sure how well his or her disguise holds up to scrutiny. If the character doesn't draw any attention to him or herself, however, others don't get to make Spot checks. If the character comes to the attention of people who are suspicious, the suspicious person gets to make a Spot check. (The GM can assume that such observers take 10 on their Spot checks.) The effectiveness of the character's disguise depends in part on how much the character is attempting to change his or her appearance.
| Disguise | Modifier |
|---|---|
| Minor details only | +5 |
| Appropriate uniform or costume | +2 |
| Disguised as different sex | -2 |
| Disguised as different age category | -21 |
1Per step of difference between the character's age category and the disguised age category (child, young adult, adult, middle age, old, or venerable).
If the character is impersonating a particular individual, those who know what that person looks like automatically get to make Spot checks. Furthermore, they get a bonus on their Spot checks.
| Familiarity | Bonus |
|---|---|
| Recognizes on sight | +4 |
| Friend or associate | +6 |
| Close friend | +8 |
| Intimate | +10 |
Usually, an individual makes a Spot check to detect a disguise immediately upon meeting the character and each hour thereafter. If the character casually meets many different people, each for a short time, the GM checks once per day or hour, using an average Spot modifier for the group (assuming they take 10).
Try Again: No, though the character can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if the character assumes the same disguise again.
Special: A character can take 10 or take 20 when establishing a disguise. A character without a disguise kit takes a -4 penalty on Disguise checks.
A character with the Deceptive feat gets a +2 bonus on all Disguise checks.
A character can help someone else create a disguise for him or her, treating it as an aid another attempt.
Time: A Disguise check requires 1d4 x10 minutes of preparation. The GM makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter, depending on circumstances.
Gather Information
(Cha)
Check: By succeeding at a skill check (DC 10) and spending 1d4+1 hours passing out money and buying drinks, a character can get a feel for the major news items in a neighborhood. This result assumes that no obvious reasons exist why information would be withheld. The higher the check result, the better the information. If the situation doesn't require the expenditure of money, no Wealth check is necessary. Information ranges from general to protected, and the cost and DC increases accordingly for the type of information the character seeks to gather, as given in the table below.
| Type of Information | DC | Purchase DC |
|---|---|---|
| General | 10 | 5 |
| Specific | 15 | 10 |
| Restricted | 20 | 15 |
| Protected | 25 | 20 |
General information concerns local happenings, rumors, gossip, and the like. Specific information usually relates to a particular question. Restricted information includes facts that aren't generally known and requires that the character locate someone who has access to such information. Protected information is even harder to come by and might involve some danger, either for the one asking the questions or the one providing the answer. There's a chance that someone will take note of anyone asking about restricted or protected information.
The character can increase the amount of money used to gather information, gaining a circumstance bonus by effectively offering a bribe (though the process might entail buying more expensive drinks, not necessarily offering a character extra money). Increase the Wealth check DC by 2 for each +1 circumstance bonus the character wants to add to his or her skill check.
Try Again: Yes, but it takes 1d4+1 hours for each check, and characters may draw attention to themselves if they repeatedly pursue a certain type of information.
Special: A character can take 10 when making a Gather Information check, but cannot take 20.
A character with the Trustworthy feat gets a +2 bonus on all Gather Information checks.
Time: A Gather Information check takes 1d4+1 hours.
Handle Animal
(Cha; Trained Only)
Check: The time required to get an effect and the DC depend on what the character is trying to do.
| Task | Time | DC |
|---|---|---|
| Handle an animal | Move action | 10 |
| "Push" an animal | Full-round action | 25 |
| Teach an animal a trick | 1 week | See text |
| Train an animal for a purpose | See text | See text |
Handle an Animal: This means to command an animal to perform a task or trick that it knows. If the animal is wounded or has taken any ability score damage, the DC increases by +5. If the check is successful, the animal performs the task or trick on its next action.
"Push" an Animal: To push an animal means to get it to perform a task or trick that it doesn't know, but is physically capable of performing. If the check is successful, the animal performs the task or trick on its next action.
Teach an Animal a Trick: The character can teach an animal a specific trick, such as "attack" or "stay," with one week of work and a successful Handle Animal check. An animal with an Intelligence of 1 can learn a maximum of three tricks, while an animal with an Intelligence of 2 can learn a maximum of six tricks. The character can teach an animal to obey only that character. Any other person attempting to make the animal perform a trick takes a -10 penalty on his or her Handle Animal check. Teaching an animal to obey only the character counts as a trick (in terms of how many tricks the animal can learn). It does not require a check; however, it increases the DC of all tricks the character teaches the animal by +5. If the animal already knows any tricks, the character cannot teach it to obey only that character. Possible tricks include, but are not limited to, the following.
- Attack (DC 20): The animal attacks apparent enemies. The character may point to a particular enemy to direct the animal to attack that enemy. Normally, an animal only attacks humans and other animals. Teaching an animal to attack all creatures (including unnatural creatures such as undead and aberrations if they exist in your campaign) counts as two tricks.
- Come (DC 15): The animal comes to the character, even if the animal normally would not do so (such as following the character onto a boat).
- Defend (DC 20): The animal defends the character (or is ready to defend the character if no threat is present). Alternatively, the character can command the animal to defend a specific other character.
- Down (DC 15): The animal breaks off from combat or otherwise backs down.
- Fetch (DC 15): The animal goes and gets something. The character must point out a specific object, or else the animal fetches some random object.
- Guard (DC 20): The animal stays in place and prevents others from approaching.
- Heel (DC 15): The animal follows the character closely, even to places where it normally wouldn't go.
- Perform (DC 15): The animal does a variety of simple tricks such as sitting up, rolling over, and so on.
- Seek (DC 15): The animal moves into an area and searches for something of interest. It stops and indicates the first thing of interest it finds. What constitutes an item of interest to an animal can vary. Animals almost always find other creatures or characters of interest. To understand that it's looking for a specific object, the animal must make an Intelligence check (DC 10).
- Stay (DC 15): The animal stays in place waiting for the character to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
- Track (DC 20): The animal tracks the scent presented to it.
- Work (DC 15): The animal pulls or pushes a medium or heavy load.
Train an Animal: Rather than teaching an animal individual tricks, the character can train an animal for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme. An animal can be trained for one general purpose only, though if the animal is capable of learning additional tricks (above and beyond those included in its general purpose) it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks.
- Combat Riding (DC 20, 6 weeks): An animal trained to bear a rider into combat knows Attack, Come, Defend, Down, Guard, and Heel. An animal trained in riding may be "upgraded" to an animal trained in combat riding by spending three weeks and making a Handle Animal check (DC 20). If the animal was trained in other tricks (in addition to those provided by training the animal for riding), those tricks are completely replaced by the combat riding tricks.
- Fighting (DC 20, 3 weeks): An animal trained for combat knows the following tricks: Attack, Down, and Stay.
- Guarding (DC 20, 4 weeks): An animal trained to guard knows the following tricks: Attack, Defend, Down, and Guard.
- Laboring (DC 15, 2 weeks): An animal trained for heavy labor knows Come and Work.
- Hunting (DC 20, 6 weeks): An animal trained for hunting knows Attack, Down, Fetch, Heel, Seek, and Track.
- Performing (DC 15, 4 weeks): An animal trained for performing knows Come, Fetch, Heel, Perform, and Stay.
- Riding (DC 15; 3 weeks): An animal trained to bear a rider knows Come, Heel, and Stay.
Try Again: Yes.
Special: A character can take 10 or take 20 when handling animals. An untrained character uses Charisma checks to handle and push animals, but he or she can't teach or train animals.
A character with the Animal Affinity feat and at least 1 rank in this skill gets a +2 bonus on all Handle Animal checks.
Time: See above. Teaching or training an animal takes a number of days. The character does not have to spend the entire time training the animal; 3 hours per day is enough. (Spending more than 3 hours per day does not reduce the number of days required.) The character cannot spread the days out; if the character does not complete the training during a period of consecutive days, the effort is wasted.
Intimidate
(Cha)
Check: With a successful check, a character can forcibly persuade another character to perform some task or behave in a certain way.
A character's Intimidate check is opposed by the target's level check (1d20 + the target's character level or Hit Dice). Any modifiers that a target may have on Will saving throws against fear effects apply to this level check. If the character succeeds, he or she may treat the target as friendly for 10 minutes, but only for purposes of actions taken while in the character's presence. (That is, the target retains his or her normal attitude, but will chat, advise, offer limited help, or advocate on the character's behalf while intimidated.) Circumstances dramatically affect the effectiveness of an Intimidate check.
There are limits to what a successful Intimidate check can do. The character can't force someone to obey his or her every command or do something that endangers that person's life. If the character fails by more than 5, the target may actually do the opposite of what the character wishes.
Try Again: No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again doesn't help. If the initial check fails, the other character has become more firmly resolved to resist the intimidator, and trying again is futile.
Special: A character can take 10 when making an Intimidate check, but can't take 20. A character immune to fear effects can't be intimidated. A character may add a +2 bonus to his or her Intimidate check for every size category the character is larger than his or her target. Conversely, the character takes a -2 penalty to his or her check for every size category the character is smaller than his or her target.
A character with the Confident feat gets a +2 bonus on all Intimidate checks and on level checks to resist intimidation.
Time: An Intimidate check is a full-round action.
Perform
(Cha)
This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below. The number of Perform categories is kept purposely finite. When trying to determine what Perform skill a particular type of performance falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.
Check: The character is accomplished in some type of artistic expression and knows how to put on a performance. The character can impress audiences with his or her talent and skill. The quality of the character's performance depends on his or her check result.
The eight Perform categories, and the qualities each one encompasses, are as follows.
- Act: The character is a gifted actor, capable of performing drama, comedy, or action-oriented roles with some level of skill.
- Dance: The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to music.
- Keyboards: The character is a musician gifted with a talent for playing keyboard musical instruments, such as piano, organ, and synthesizer.
- Percussion Instruments: The character is a musician gifted with a talent for playing percussion musical instruments, such as drums, cymbals, triangle, xylophone, and tambourine.
- Sing: The character is a musician gifted with a talent for producing musical tones with your voice.
- Stand-Up: The character is a gifted comedian, capable of performing a stand-up routine before an audience.
- Stringed Instruments: The character is a musician gifted with a talent for playing stringed musical instruments, such as banjo, guitar, harp, lute, sitar, and violin.
- Wind Instruments: The character is a musician gifted with a talent for playing wind musical instruments, such as flute, bugle, trumpet, tuba, bagpipes, and trombone.
| Result | Performance |
|---|---|
| 10 | Amateur performance. Audience may appreciate your performance, but isn't impressed. |
| 15 | Routine performance. Audience enjoys your performance, but it isn't exceptional. |
| 20 | Great performance. Audience highly impressed. |
| 25 | Memorable performance. Audience enthusiastic. |
| 30 | Masterful performance. Audience awed. |
Try Again: Not for the same performance and audience.
Special: A character can take 10 when making a Perform check, but can't take 20. A character without an appropriate instrument automatically fails any Perform (keyboard), Perform (percussion), Perform (stringed), or Perform (wind) check he or she attempts. At the GM's discretion, impromptu instruments may be employed, but the performer must take a -4 penalty on the check because his or her equipment, although usable, is inappropriate for the skill.
Every time a character takes the Creative feat, he or she gets a +2 bonus on checks involving two Perform skills the character designates. See the feat description for more information.
Time: A Perform check usually requires at least several minutes to an hour or more.

