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Contents
1 Skill Conversion
1.1 New Skills
2 New Uses For Skills
2.1 Craft - All
2.2 Diplomacy - New Modifiers
2.3 Diplomacy - Urban Tracking
2.4 Heal (or Appraise) - Autopsy
2.5 Intimidation (or other social skills) - Interrogation
2.6 Knowledge: Any - Region of Origin
2.7 Knowledge: Any - Research
2.8 Sense Motive - Assessing Your Opponent
2.9 Spellcraft - Examine Dragonmark
2.10 Stealth - Hiding Someone Else
2.11 Stealth - Tailing Someone

Mythic Feats
Psionic Feats
Racial Feats

Skill Conversion

Changeling Feats
Shifter Feats
Warforged Feats

As Pathfinder uses a slightly different skill set and amounts


of skill ranks than v3.5, use the follow to convert from one to

Skills
Traits & Drawbacks

the other. Psicraft has now been combined with Spellcraft, as

Equipment & Services

Device.

has Use Psionic Device been combined with Use Magic

Magical Items
Magic
Rules
Bestiary
Removed Material
Downloads
The Epic Campaign

New Skills
This site uses the new skills Autohypnosis and Knowledge
(psionics) detailed in Psionics Unleashed from Dreamscarred
Press.

The Story So Far...


PCs
NPCs
Important Items & Places
The Opposition
Credits & Links
Community Use / OGL
d20 Pathfinder SRD

New Uses For Skills


The following details new uses for listed skills.

Craft - All

Pathfinder Forums

Given the advanced crafting techniques available in Eberron,


I recommend using the Making Craft Work pdf by Spes Magna
Games.

Diplomacy - New Modifiers


Aspects of social interaction that have not come up regularly
in published Pathfinder material takes on a significantly more
important role in Eberron. Topics such as racism, class
discrimination, wealth and the after effects of the Last War still
play heavily on the minds of the common people. As such a
number of modifiers for Diplomacy, introduced in S:CoT, pg.
128, have been added to every use of that skill.
Aspect or Situation

Modifier

Clothing (compared to area you are in)


Inappropriate or worse than expected (peasant -2 to -4
clothing in noble area)
Tailored or better than appropriate (royal

+2 to +4

clothing in noble area)


Community or Race
Fellow member of close knit community or race +2
(shifter, changeling, orc)
Member of undesired community or race

-2 to -4

(human vs. goblin, warforged, orc, etc)


Citizen of opposed country

-2 to -4

Wealth
Bribery or Gift (per 10% of NPC's total wealth, +1 each
minimum 1 gp)

Diplomacy - Urban Tracking


Finding a specific someone in a community is significantly
different than finding someone out in the wild. It relies more on
knowing who to talk to, what to say and where to be in order to
overhear the right conversations. When tracking someone or a
group in a community, it is assumed that the player is spending
time trekking throughout the community. During this time, the
GM makes a series of secret Diplomacy checks, using the
following tables to determine the number of checks, DCs and
modifiers. Any modifier to Diplomacy for gathering information
applies to this check as well. Each check takes 1 hour and
each check can be retried.
Once all of the checks are successful, the player has
either found the area (building, sewer, street, etc) that the
quarry is hiding or has definitively determined that the quarry is

not in the community he is searching in. Approaching the


quarry at this point is now a matter of Perception and Stealth
checks. Bonuses from the favored community class feature of
Urban Rangers, as well as other urban-oriented bonuses to
Survival, also apply to the Diplomacy check for Urban Tracking.
Community Size

Diplomacy

Number of

DC

Checks

Thorp, Hamlet or Village

1d3

Small or Large Town

10

1d4+1

Small or Large City

15

2d4

Metropolis

20

2d4+2

Conditions
Every 3 people in quarry's

-1 per

party
Every 24 hours since quarry

+1 per

was last seen


Quarry is intentionally hiding

+5

Quarry visually matches

+2

primary local demographic*


Quarry visually does match any

-2

local demographic
Rush job (each check takes 30

+5

minutes)
* This always applies to changelings and other races that can
naturally disguise themselves.
Try Again: You can retry Diplomacy checks for Urban
Tracking.

Heal (or Appraise) - Autopsy


To examine a dead body for clues, it takes an hour and
requires a Heal check, DC 10. This will determine the basic
cause of death. For every 5 points over the DC, the result
reveals one more important piece of information. The process
is the same for examining a destroyed or decayed object, but it
uses the Appraise skill instead of Heal. The DC for the check
and the amount of information learned remains the same.
However, the longer the subject has been decaying, or if the
subject has been disturbed, the more difficult it is to examine.
See the modifiers below.
Aspect or Situation

DC Modifier

Per 6 hours of natural decay

+1

Per hour of accelerated decay

+1

Casually disturbed

+2

Intentionally obfuscated (altered with intent to

+5

deceive)
Incredibly obfuscated (altered with intent to

+10

device by someone with ranks in Heal)


Quick Examination (1 full-round action that

+10

provokes)
Depending on what is discovered, additional Knowledge
checks may be needed. For example death by poison or drug
will require a Knowledge (nature) check, DC 10 + the
substances CR. Death by magic may require a Knowledge
(arcana) or Knowledge (planes) check to identify a spell or
summoned creature at the standard DC for the spell involved.
Try Again: You can retry Heal checks for Autopsies.

Intimidation (or other social skills) Interrogation


In order to interrogate someone, there are three options.
Regardless of which option you take, the time required is 1
hour per check and a number of successful checks needed is
equal to twice the target's Wisdom modifier, minimum of 2, in
order for them to 'break. Any option can be done quickly,
requiring 1 full minute per check, at a +10 DC. Once the
number of checks has been reached, the target provides you
with the desired information.
"Bad Cop": Intimidation, DC: 10 + 1/2 target's HD +
Wisdom modifier + saving throw bonuses versus fear. In
addition, the target must believe you are causing him
harm in way he cannot prevent. This can be actual harm
or done by a Bluff vs. Sense motive check. Targets that
are immune to fear are also immune to this option. This
method can be tried.
"Good Cop": Diplomacy, DC: 15 + target's current
reaction + the appropriate Request modifier (as per
Diplomacy). In addition the target must believe you are
willing to help him or give him some valuable resource.
This can be actual help or payment or done by a Bluff
vs. Sense Motive check. This method can be retried.
"Sneaky Cop" Opposed Bluff vs. Sense Motive
AND Opposed Sense Motive vs. Bluff. Each pair counts
as a single check when comparing against the target's
Wisdom modifier. This method cannot be retried.
Try Again: You can retry Intimidation checks for "Bad Cop"

interrogation, but each attempt raises the DC by +5. You can


retry "Good Cop" interrogation, but only if you actually provide
help or a valuable resource. You cannot retry "Sneaky Cop"
interrogation.

Knowledge: Any - Region of Origin


Knowledge checks made concerning your region of origin
can be made untrained up to DC 15, instead of the normal DC
10.

Knowledge: Any - Research


If you have access to a sizable library that covers the topics
you are interested in, you can use the library to retryany failed
Knowledge check. Likewise, while using the library, you can
make any Knowledge check untrained. To use a library, you
must spend a certain amount of time with it, but the library itself
provides a circumstance bonus to your Knowledge check,
based on the table below.
Library Size
Basic (private collection,

Circumstance

Time

Bonus

Needed

+1

1d4 hours

10,000 gp)
Simple (large private collection, +2

1d4+1

25,000 gp)

hours

Moderate (university, 50,000

+4

gp)
Complex (large university,

1d4+2
hours

+6

100,000 gp or more)

1d4+4
hours

Linguistics - Forgery
Technically, this isn't a new use for the Linguistics skill,
however if you have the ability to cast Arcane Mark, you can
attempt to forge another's Arcane Mark with an appropriate
secret Linguistics check, with a -10 modifier.

Linguistics - Language List


Below is the list of the languages on Eberron.

Language

Common Speakers

Khorvairan

Common, for those from


Khorvaire or Stormreach

Riedran

Common, for those from Reidra


or Adar

Argon

Common, for those from


Argonnessen

Aboleth

Aquatic aberrations

Abyssal

Demons of Shavarath

Aklo

Evil fey

Ancient Giant, aka Cyclops

Ancient Giants of Xen'Drik

Aquan

Water-based elementals

Auran

Air-based elementals

Boggard

Boggards

Celestial

Archons of Shavarath

Daan

Lawful outsiders of Daanvi

Daelkyr

Daelkyr and other aberrations


from Xoriat

Dark Folk

Dark folk

Draconic

Dragons, Argonnessen

Drow

Drow of Xen'Drik

Druidic

Druids only

Dwarven

Dwarves, Mror Holds

Elven

Elves, Aerenal or Valenar

Giant

Giants of Drooam

Gnoll

Gnolls of Drooam

Gnomish

Gnomes, Zilargo

Goblin

Goblinoids of Darguun

Halfling

Halflings, Talenta Plains

Ignan

Fire-based elementals

Infernal

Devils of Shavarath

Irial

Positive outsiders of Irian

Kythric, aka Protean

Chaotic outsiders of Kythri

Mabran

Shadow outsiders of Mabar

Necril

Necromancers and the undead

Orc

Orcs, Eldeen Reaches or


Shadow Marches

Quor

Quori and natives of Dal Quor

Risian

Ice-based elementals

Sphinx

Sphinxes

Sylvan

Fae

Syranian

Angels of Syrania

Tengu

Tengu

Terran

Earth-based elementals

Treant

Treants, Eldeen Reachs

Undercommon

Khyber followers

Vegepygmy

Vegepygmies

Sense Motive - Assessing Your


Opponent
Provided that you can see or otherwise sence your
opponent, you can use Sense Motive to determine the
class(es) and levels of your opponent. Doing so is part of the
same action as a Knowledge check to identify a creature. The
DC to do so is 5 + their CR for common classes, DC 10 + their
CR for uncommon classes or DC 15 + their CR for rare classes.
Rarity is based on the specific game, but corebook classes are
usually more common than others and having an archetype is
rarer than not having one. Because this is a Sense Motive
check, opponents with ranks in Bluff add their Bluff modifier to
the DC to assess them.
If you are successful, you correctly determine the class with
the highest level and their skill in relation to yours (less than
your HD -2, your HD +/- 1 or greater than your HD +2). For
each 5 you beat the DC by, you can determine one new piece
of information (as per the Knowledge skill), including the exact
class level and the existing or any multi-classing. Assessing
your opponent will never determine what, if any, spells or
powers he has already cast unless they have a visual
component.
Try Again: You can retry Sense Motive checks to Assess
Your Opponent, but no more than once per encounter.

Spellcraft - Examine Dragonmark


If you can visually examine a dragonmark, you can make a
Spellcraft check to determine the strength. The DC is 15 for
Least dragonmarks, 20 for Lesser, 25 for Greater and 30 for
Siberys. If you can take 1 full minute doing so, you also learn
the exact spell-like abilities available to the bearer.
Try Again: You can retry Spellcraft checks to Examine
Dragonmarks.

Stealth - Hiding Someone Else

In order to hide someone other than yourself, you must have


them in a grapple and they must be your size or smaller. If the
person is cooperateing, then the penalty to your Stealth check
is their CMB. If the person is resisting, then the penalty to your
Stealth check is their CMD.
Try Again: You cannot retry Stealth checks to Hide
Someone Else.

Stealth - Tailing Someone


If you need to tail someone, make opposed Stealth vs your
target's Perception checks. If you are within 60', make this
check every round. If you are beyond 60', make this check
every minute. You must be able to locate your target at least
every other round. Apply the following circumstance modifiers
to your Stealth check. If you fail a Stealth check, you have been
spotted. At that point, the target can attempt to run, fight, or
pretend you are not noticed and attempt lure you into a trap
(your Sense Motive vs. their Bluff).
Aspect or Situation

Stealth
Modifier

Every 3 people in the following group

-1

Every 3 people in the followed group

+1

Person / group following is highly noticeable

-4

(famous, different, etc)


Person / group followed is highly noticeable

+4

Going through a lightly crowded area (enough

+2

people to making running difficult)


Going through a very crowded area (enough

+4

people to making running impossible)


Going through a most empty area (1-3 people

-2

within line of sight)


Going through a completely empty area

-4

Try Again: You cannot retry Stealth checks to Tail Someone.

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