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Characters who become sufficiently advanced in their professions begin to develop bags of tricks that less-accomplished characters can't match. These special abilities are similar to nonweapon proficiencies, but characters cannot learn skills from outside their groups. Each skill has a much more dramatic effect than a proficiency and has a minimum level requirement associated with it.
Just like proficiencies, many skills require a die roll to determine if they work. Success is determined by rolling the number indicated or less on 1d20. In most cases, a character's ability scores can alter the chance for success; high stats give a bonus, low stats a minus. A skill's requirements, success numbers, and relevant abilities are listed below for quick reference.
Skill | Requirement | Base Score | Relevant Ability | Cost |
Adaptation | Rogue 11+ | 10 | Intelligence/Reason | 6 |
Classify Traps | Rogue 11+ | 4 | Intelligence/Knowledge | 6 |
Evasion | Rogue 16+ | - | - | 3 |
Fall/Jump | Rogue 11+ | 11 | Dexterity/Balance | 3 |
Featherfoot | Rogue 11+ | - | - | 3 |
Improvised Attack | Rogue 16+ | - | - | 6 |
Inner Focus | Rogue 11+ | 5 | Wisdom/Willpower | 3 |
Nondetection | Rogue 16+ | 4 | Wisdom/Willpower | 6 |
Sense Danger | Rogue 16+ | 6 | Intelligence/Reason | 6 |
Shadow Flight | Rogue 21+, Shadow Travel | - | - | 3 |
Shadow Travel | Rogue 16+ | - | - | 3 |
A few skills can be used a limited number of times each day. The success numbers for these skills drop by a fixed amount each time they are used. Once a skill's base score is reduced to zero or less, the character cannot use that skill for a set period of time, usually one day. Any other skill based upon the reduced skill is likewise unavailable. Even if the character's ability adjustmentraises the skill score above zero, the skill remains unavailable until the indicated time has passed. The skill's base score returns to normal after the listed time has elapsed.
Opposed Success Rolls: In some cases, a skill requires an opposed roll in which the two creatures involved both roll 1d20 against an ability score or skill success number. If one opponent fails the roll, the creature who succeeded wins the contest. If both make their rolls, the opponent with the higher roll wins. If both opponents fail, some unusual result usually occurs. All ties are re-rolled.
A skill's base success number can be improved by devoting extra slots or character points to the skill. No mortal can ever have a base score of more than 16 in any skill; wishes have no effect on this limit.
Rogues who use this skill successfully do not suffer combat and initiative penalties for fighting in an unfavorable environment, most notably the +6 foreign environment penalty to initiative (see Chapter 9 of the Player's Handbook). If the environment also includes special saving throws or ability checks due to physical conditions, such as a Dexterity/Balance check to avoid falling off a ladder when struck in melee, characters successfully using this skill receive a +3 (or +15%) bonus to the check.
The skill does not allow characters to ignore situational movement penalties, environmental factors that are not combat related, or conditions that are physically impossible to overcome. For example, no one can avoid sinking into quicksand without magical aid, and resistance from water still makes slashing and bludgeoning weapons almost useless without a ring of free action or a free action spell. Likewise, characters adapted to fighting underwater still have to find ways to breathe.
The skill has no effect on penalties derived from an environment's magical properties or on penalties based on vision or lighting. In fact, characters who cannot observe their surroundings suffer a -4 penalty to the skill check-it is very hard to size up battlefield in thick fog or pitch darkness.
To use this skill, a character must actually enter combat in a foreign or unfavorable environment. At the end of each round, the character checks the skill. The skill check requires only a moment's thought and can be checked every round until successful. It does not prevent other actions-melee attacks, spellcasting, etc.-during the round. Once the skill succeeds, the character temporarily ignores the environment's special effects, as described above. The effect lasts for the entire battle plus one day per character level thereafter, and this can be extended indefinitely if the character practices fighting in the environment for at least eight hours a week. At an extra cost of one weapon or nonweapon proficiency slot (or three character points), the character can become permanently adjusted to fighting in the environment, provided the additional cost is paid before the adaptation fades.
A successful skill roll reveals a trap's exact nature, not just its general principle. A successful skill roll shows how the trap works and what it does to people who trigger it. The rogue learns where any attacks the trap launches are aimed-provided he can observe those areas. The examination requires at least a turn for basic constructs and possibly much longer for very elaborate traps (DM's discretion). A magical or invisible trap reduces the rogue's success number, including ability score bonuses, by half, round fractions up.
A failed skill roll of less than 20 means that the rogue cannot determine anything special about this particular trap. A roll of 20 means the rogue has made a false assumption about what the trap does. As with any roll a rogue makes when finding or removing a trap, the DM should make the skill roll secretly.
If the rogue decides to disarm a trap after a successful examination, the character can make two remove traps rolls taking only the best result. Alternatively, the rogue can simply bypass the trap by standing in a safe place and triggering it, carefully avoiding the areas it targets. If the DM decides it is not possible to completely avoid the trap's effects, the rogue is allowed a saving throw vs. breath weapon. If successful, the rogue is unharmed; otherwise, the damage inflicted is reduced by half. If the rogue also has the evasion skill, the character gets a +2 bonus to the saving throw. If the rogue has companions, the character can mark or carefully explain what the trap does, allowing these characters to attempt breath weapon saving throws to avoid the effects. If the save fails, the victim suffers only half damage.
In many cases, a trap's attack cannot have a half effect. In these cases, the DM can require another saving throw against the trap's attack form or rule that character's are fully effected when they fail the breath weapon saving throw.
An example: Jobare analyzes a trap he has found on a door and discovers that opening the door is going to flood the corridor, and possibly chamber beyond, with poisonous gas. Jobare decides that plugging all the gas vents would require too much time, so he advises his colleagues to take deep breaths and tie damp cloths over their faces. When the preparations are complete, Jobare flings open the door. Because the party did not leave the area the gas is flooding into, the DM calls for saving throw checks to see if anyone is effected by the gas. Because it is difficult for someone to suffer a half effect from poison gas, the DM requires the characters who fail their breath weapon saving throws to roll a second saving throw vs. poison to see if they succumb to the gas they inadvertently inhaled. If the trap dropped a 20-ton block into the corridor instead of poison gas, the DM would have been justified in ruling that character who failed their breath weapon saving throws were crushed to death instead.
This skill operates automatically whenever a rogue is subjected to an energy attack that causes damage. The rogue rolls a normal saving throw vs. the effect and suffers no damage if it is successful. This skill is not effective against effects that do not inflict damage or that do not normally allow a saving throw. For example, the skill does not protect the rogue against a bronze dragon's repulsion breath weapon, a gorgon's petrifying breath, or magic missile spells.
The rogue can also avoid missiles fired from fixed points, such as traps and siege engines, but not from creatures. If not surprised, the rogue avoids the missile with a successful saving throw vs. breath weapon.
A successful skill check allows the rogue to make contact with a nearby surface and safely descend. The maximum distance from a vertical surface and the maximum distance for a safe fall depends of the rogue's level:
Rogue Level | Surface Distance | Distance Fallen |
11-13 | 1' | 30' |
14-16 | 2' | 60' |
17-19 | 3' | 90' |
20-21 | 5' | 120' |
22-24 | 7' | 150' |
25-27 | 9' | 180' |
28-30 | 11' | 210' |
Rogues who simply step off a precipice or fall while climbing are always within one foot of a vertical surface unless it has a negative slope (angled back under the place from which the rogue fell). Any surface that can provide a reasonable amount of friction when the rogue grabs it or places his hands or feet against it is sufficient (ropes, tree trunks, walls, etc.). Very smooth or slippery surfaces are useless (ice walls, greased poles, walls of force, etc.).
If the fall is longer than the safe distance allowed for the rogue's level, subtract the safe distance from the total distance before determining damage from the fall. For example, a trap door opens under Jobare, a 20th-level thief, and dumps him into a shaft 10 feet square. No matter what happens, Jobare is within five feet of one wall, so he can attempt to break his fall. His skill roll succeeds, however, the shaft goes down 150 feet and then opens into a chamber 30 feet high and several hundred feet across. Jobare can break only the first 120 feet if his fall and suffers 6d6 points of damage for the final 60 feet. Even if he had been a 30th-level thief, Jobare would have suffered 3d6 points of damage because there was no surface within reach to break the final 30 feet of the fall.
This skill is a function of the rogue's move silently ability, which is a requirement for using this skill. A rogue who makes a successful move silently roll can move a short distance over a surface fairly quickly and without exerting any appreciable weight on it, according to the table below.
Rogue Level | Surface | *Distance Movement |
11-13 | 30' | 12 |
14-16 | 60' | 15 |
17+ | 120' | 18 |
* The rogue must stop and make contact with the surface after moving this far.
Soft Surfaces: Mud, snow, sand, or other surfaces where normal humans would leave clear tracks.
Very Soft Surfaces: Quicksand, fine dust, or other surfaces where normal humans would sink slowly.
Liquid Surfaces: Water or other surfaces where normal humans would sink immediately.
A rogue using the featherfoot skill moves in complete silence and leaves no tracks on the ground. The character's weight doe not press down upon the surface at all. The character does not set off any alarm or trap triggered by weight and does not trigger a squeaking floors spell.
A rogue can use this skill only once a day, but the character can learn the skill multiple times. For example, a rogue who learns this skill three times can make three improvised attacks each day. An improvised attack can have one of the following effects:
Blinding: If the attack succeeds, the opponent must save vs. breath weapon or suffer blocked vision (from debris thrown into the eyes, an object wrapped around the victim's head, or even a hat or helmet dropped over the eyes). The opponent suffers the full penalties for darkness (-4 to attacks, saving throws, and Armor Class and movement reduced to one-third;). Because the opponent's situation is painful or awkward or both, the blindfighting proficiency does not reduce the penalties. Note that many creatures cannot be blinded in an improvised attack because they have no eyes or visual organs.
The blinding effect lasts until the opponent clears his vision, which requires a roll of 9 or less on 1d20. The opponent's Wisdom/Willpower or Dexterity/Balance score affects the roll-the DM decides which ability applies. The opponent can attempt to clear his vision at the beginning of each round, but doing so counts as a half move.
Disarm: If the attack is successful, the opponent must save vs. petrification or lose the use of one weapon (because it is dropped or has become stuck in something). Recovering a lost weapon takes a half move. If the weapon is stuck, the opponent must make a successful open doors roll to get it free.
Immobilize: If the attack succeeds, the opponent's entire body becomes entangled or trapped, and he must save vs. paralyzation or cease all meaningful movement. The opponent remains unable to move or attack until he works free, which requires a roll of 9 or less on 1d20. The creature's Strength/Muscle or Dexterity/Aim score applies to the roll-the DM decides which ability applies. The opponent can attempt to get free at the beginning of each round, but doing so counts as a half move.
Kill: If the attack succeeds, the opponent suffers a critical injury that reduces the creature's hit points to -10 instantly unless the opponent saves vs. death magic. If the save succeeds, there is no effect, but in some cases, the rogue can force the opponent to save again the following round by winning initiative and grappling the opponent.
For example, Jobare has attempted to kill an enemy warrior by slamming a shutter down on his neck. The warrior's saving throw was successful, but his head is still caught under the shutter. Jobare can attempt a grappling attack to get another chance to strangle the warrior.
Opponents with more Hit Dice or who are higher level than the rogue are immune to kill effects. In this instance, the thief inflicts normal damage.
Stun: If the attack is successful, the opponent must save vs. breath weapon or become stunned for 2d4 rounds. The character's Constitution/Fitness adjustment applies to the saving throw. A stunned character is unable to cast spells, attack, or move at more than half speed. The character suffers a -2 penalty to Armor Class, attack rolls, saving throws, and ability checks while stunned.
Trip: If the attack succeeds, the opponent suffers a misstep or other misfortune and must save vs. petrification or fall down. Dexterity/Balance bonuses apply to the saving throw. Creatures that fall while moving at speeds greater than 12 might suffer minor damage (1d3 or 1d6 points of damage, at the DM's option). In some cases, a fall might be inherently more dangerous, such as when a character falls when climbing or stumbles onto a sharp object. If a fall could result in instant death, use the rules for killing attacks instead. Getting up after a fall counts as a half move.
The improvised attack skill requires some imagination and role-playing ability from the player. An improvised attack must be announced in a round's player declaration phase. During the resolution phase, the player must describe exactly what unusual attack the rogue is employing-a simple called shot never qualifies as an improvised attack. The rogue then makes a normal attack roll. Standard combat modifiers apply, as does the rogue's backstab bonus for rear attacks that qualify. In most cases, the rogue's missile bonus from Dexterity/Aim also applies, because most improvised attacks rely on precision and fast movement. Improvised attacks that involve a blow to the opponent are also subject to Strength/Muscle bonuses.
If the attack fails, the improvised attack has no effect. If the attack succeeds, the opponent suffers no damage but must roll a saving throw or suffer the improvised special effect. The cleverness and appropriateness of the attack affects the saving throw as follows:
+6 if the rogue player made no attempt to role-play or describe the attack. For example, the player says, "I blind the dragon with an improvised attack."
+4 if the rogue player makes only a feeble attempt to role-play or describe the attack. "Uh, I find some dirt and throw it in the dragon's eyes."
+2 to +6 if the attack described is physically unlikely to have the desired effect. Trying to trip a horse with a staff is not likely to be effective. The save is automatic if the method described is completely inadequate. For example, no character can strangle a great wyrm dragon with a 12-inch leather thong, nor can a character blind a storm giant with a glob of oatmeal unless he can reach the giant's face.
+2 if the rogue has used the same trick earlier in the adventure. The bonus is +4 if the rogue has used the trick earlier in the same encounter, +6 if the rogue has used the trick on the same creature during this adventure, and +8 if the rogue has used the trick on the same creature this encounter. However, see the note on establishing tricks, below.
-2 if the opponent is surprised.
-4 if the attack described is particularly appropriate. For example, causing a fall from a wall by slamming a window down on the creature's fingers, entangling an opponent in a fishing net, blinding a creature by tricking it into looking at a dusty object and then blowing the dust into its face, etc.
Establishing a Trick: If a rogue has successfully used the same improvised attack in three separate adventures, the character can purchase the improvised attack skill the next time he gains a level and make the trick a permanent part of the character's skills. An established trick can be used once per encounter without the usual penalty for multiple use; situational penalties still apply. Using an established trick does not count toward the character's daily allotment of improvised attacks unless the trick is used more than once in a single encounter, in which case the multiple use penalties also apply. Opponents who have fought the rogue previously and are prepared for an established trick gain a +6 saving throw bonus against it.
An Example: Jobare is collecting his ill-gotten gains after a game of chance in a seedy inn. When one of the players demands his money back, Jobare asks the fellow to hold out his hand. When the man complies, Jobare grabs his own feathered hat and clamps it over the man's face. The DM and the player agree that this is a blinding attack. The DM decides that a roll for surprise is in order, as the man is dutifully holding out his hand and not expecting attack. The man rolls a 2 on the surprise die, indicating surprise. Jobare rolls a normal melee attack, adjusts for his Dexterity/Aim score and the fact that the man is surprised. The attack succeeds, and the DM rules that the man must save. vs. breath weapon at -2 or be blinded. His saving throw fails, giving Jobare an opportunity to escape.
Later, Jobare has a special hat made that is lined with pleats of loose cloth that allow the hat to unfold into a small bag, and it contains a springy headband that helps hold the hat in place, whether the hat is on Jobare's head or on an opponent's face. Jobare uses his trick hat several times, and when he gains enough experience to advance a level, he decides establish it as a skill (spending one proficiency slot or three character points).
By concentrating for one round and making a successful skill check, the rogue can improve one of the three eligible ability scores to the value listed on the table below. The improvement lasts one round per character level. Because the majority of the character's energy is directed to the improved ability score, the other two ability scores are reduced by two points each. The rogue can end the boost-and restore the values of the other two ability scores-at any time. If the character's ability score is already higher than the value listed on the table, this skill has no effect. If the optional subabilities rule from Skills & Powers is in play, both subabilities in the increased ability score are raised to the same value.
Rogue Level | Improved Score |
11-15 | 18 |
16-20 | 19 |
21-25 | 20 |
26-30 | 21 |
The rogue can take no other actions during the round spent concentrating on raising the selected ability score. Each attempt, successful or not, during a single day lowers the base skill score by two.
Bonuses from an increased score are applied immediately when the skill succeeds and are immediately lost when the boost's duration ends. Likewise, the effects from reduced ability scores are applied immediately but then restored when the improvement ends.
A character can have only one ability score improvement from this skill operating at any given time.
When subjected to a spell such as ESP, clairaudience, or detect invisibility, or to a magical item such as a crystal ball, a successful skill check defeats the spell or device. Even if the roll fails, the rogue is still entitled to any applicable saving throws.
This skill is also effective against the sense danger skill, the priest's detect deception skill, and the ability of intelligent or powerful creatures to detect invisible opponents. When subjected to one of these powers, the rogue can attempt an opposed Wisdom/Willpower check to remain undetected.
This skill is not effective against the spells know alignment, true seeing, commune, or contact other plane, nor is this skill effective against the detection abilities of legendary monsters, wyrm and great wyrm dragons, and deities.
The sense danger skill is actually four different subskills, as outlined below. The number of subskills the rogue knows depends on the character's level: one subskill at 16th-20th level, two subskills at 21st-25th level, and three subskills at 26th-30th level. If the character purchases this skill twice, the rogue gains one extra subskill. Any improvement to the skill number improves all the subskills the character knows.
Each subskill gives the rogue the ability to detect danger in a different form:
Ambushes: The rogue can determine if hidden enemies are lurking in any area the character can see well (see Table 62 in the Player's Handbook). The rogue can scan an area roughly 200 yards square in a single round. An area can be scanned only once each turn, and a successful scan reveals approximately how many creatures are hiding in the area and their approximate size.
Concealed Weapons: The rogue can study a creature to determine if it has any concealed weapons. A successful check reveals any weapons hidden about the creature's person (tucked into clothing, hidden nearby, etc). If faced with an unknown creature, a successful skill check allows the rogue to determine what its attack modes are (claws, teeth, etc.).
When the rogue detects a concealed weapon with this skill, the character notes its general size, location, and type-a sap tucked into the back of a character's breeches or a dagger hidden in a sleeve, for example. The character learns nothing else about the weapon. Note that the rogue must be aware of the creature before checking for concealed weapons-a rogue cannot attempt to search a statue for concealed weapons because the player suspects it might be a golem. Unlike the warrior's version of this skill, a rogue can detect magically concealed weapons.
Hostile Intentions: A rogue can size up a living creature in plain sight and deduce its level of hostility toward the rogue and his party. A successful roll gives the rogue a general level of hostility: low (a suspicious merchant), medium (a thief from an opposing guild), or high (caught by the local wizard with his staff of the magi in your backpack). Unlike the warrior ability, the rogue skill does not reveal how well prepared for attack the creature is, just how much it would like to attack. This skill does not indicate how likely a creature is to attack, since a creature does not always act on its hostility.
Impending Attacks: The rogue develops a sixth sense about weapons and other forms of attack aimed at the character. Any time an undetected enemy is preparing an attack, the rogue can attempt a skill check to receive a vague impression about the attacker's general direction (front, rear, left, right) and distance (close, far). In many cases, the attacker's identity is obvious from the information the skill provides. A successful skill check gives the rogue a +2 bonus on surprise rolls and a +1 bonus to the initiative roll during the first round of combat if the character is not surprised. Unlike the warrior back protection subskill, the rogue must turn to face the attacker to negate any applicable rear attack bonuses. If the character is surprised in spite of this skill, the attacker receives all bonuses normally applied to rear attacks, including backstab adjustments.
With any subskill, the DM should roll the check secretly. If the roll fails on a roll of 19 or less, the character detects nothing. If the roll fails on a 20, the character gets a false indication-improperly analyzing a creature's level of hostility, noting a concealed weapon where there is none, etc. A false indication has no effect on an impending attack.
If the character also has the alertness proficiency, he receives a +1 bonus to his skill score.
Like the shadow travel skill, the rogue must begin with a successful hide in shadows roll. Once in the shadows, the character's movement rate and maneuverability class depend on the strength of the shadows:
Amount of Shadow | Rate/Maneuverability |
No Shadows | Normal* |
Weak Shadows | 15/D |
Strong Shadow/td> | 18/C |
Very Shadowy | 24/B** |
* Flight is not possible.
** Once an hour, the rogue can instantly move up to 360 yards, as a dimension door spell, as long as the destination is at least as shadowy as the rogue's current position.
While flying or traveling instantaneously, the rogue can be no more than lightly encumbered. The rogue can carry other creatures if their weight does not exceed the rogue's light encumbrance limit.
The use this skill, the rogue must first successfully hide in shadows, which is required to use this skill. After entering the area of shadow, the rogue can move into other shadows at increased speeds. The actual movement depends on the amount of shadow available, according to the table below.
Amount of Shadow | Rate/Maneuverability |
No Shadows | Normal |
Weak Shadows | 15 |
Strong Shadow/td> | 18 |
Very Shadowy | 24* |
No Shadows: The rogue is surrounded by multiple light sources, within a magical light or darkness spell, or in the open on a bright, clear day.
Weak Shadows: Outdoors at dawn or twilight, in a woods on a bright day, average indoor light, or outdoors on a moonless or overcast night are examples of these conditions.
Strong Shadows: The rogue is outdoors at night or in dim indoor light.
Very Shadowy: Most areas of near-darkness apply for this condition, including: in woods at twilight; in a windowless room with a single, flickering light source such as a torch, candle, or fire; outdoors at night along the edges of the circle of light thrown by an artificial light source.
The rogue is visible when moving between shadows, but he remains hidden while within the shadows and able to move at an accelerated rate until the character attacks or the shadows get weaker. If the rogue leaves the shadows to attack, the character can enter them again and resume accelerated movement on any round when the rogue does not attack and there are shadows available. Shadow movement is not silent, but the rogue can attempt a move silently roll while moving through shadows and still move at the accelerated rate. Accelerated movement is subject to normal modifiers for terrain and encumbrance.