Revision: 346
Author: todd.chambery
Date: Mon Oct 5 09:19:03 2009
Log: working load character
http://code.google.com/p/charactermanager/source/detail?r=346
Added:
/trunk/charmgrjs/grendel.html
Deleted:
/trunk/charmgrjs/edit_feats2.js
Modified:
/trunk/charmgrjs/charmgr.css
/trunk/charmgrjs/charmgr.html
/trunk/charmgrjs/common.js
/trunk/charmgrjs/edit.js
/trunk/charmgrjs/skills.js
/trunk/charmgrjs/spells.js
Replaced:
/trunk/charmgrjs/edit_feats.js
=======================================
--- /dev/null
+++ /trunk/charmgrjs/grendel.html Mon Oct 5 09:19:03 2009
@@ -0,0 +1,62 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML
4.01//EN" "
http://www.w3.org/TR/html4/strict.dtd">
+<html>
+ <head>
+ <meta name="generator" content="HTML Tidy, see
www.w3.org">
+ <script type='text/javascript' src='taffy-min.js'>
+ </script>
+ <script type='text/javascript' src='jquery-1.3.2.js'>
+ </script>
+ <script type='text/javascript' src='jquery-ui-1.7.2.custom.min.js'>
+ </script>
+ <script type='text/javascript' src='jquery.selectboxes.js'>
+ </script>
+ <script type='text/javascript' src='common.js'>
+ </script>
+ <script type='text/javascript' src='views.js'>
+ </script>
+ <script type='text/javascript' src='weapons.js'>
+ </script>
+ <script type='text/javascript' src='armor.js'>
+ </script>
+ <script type='text/javascript' src='skills.js'>
+ </script>
+ <script type='text/javascript' src='spells.js'>
+ </script>
+ <script type='text/javascript' src='classes.js'>
+ </script>
+ <script type='text/javascript' src='races.js'>
+ </script>
+ <script type='text/javascript' src='feats.js'>
+ </script>
+ <script type='text/javascript' src='cleric_domains.js'>
+ </script>
+ <script type='text/javascript' src='edit_feats.js'>
+ </script>
+ <script type='text/javascript' src='edit_spells.js'>
+ </script>
+ <script type='text/javascript' src='edit_weapons.js'>
+ </script>
+ <script type='text/javascript' src='edit.js'>
+ </script>
+ <script type='text/javascript' src='main.js'>
+ </script>
+ <style type="text/css" media="all">
+ @import "charmgr.css";
+ </style>
+ <style type="text/css" media="all">
+ @import "jquery-ui-1.7.2.custom.css";
+ </style>
+ <meta http-equiv="Content-Type" content= "text/html;
charset=iso-8859-1">
+ <title>D&D Character Manager</title>
+ </head>
+ <body onload='javascript:load()'>
+ <div style='width: 320px'>
+ <div class='links' id='linkspart' style='font: xx-small;'>
+ </div>
+ <div id='content'>
+ </div>
+ <div id="mydialog">
+ </div>
+ </div>
+ </body>
+</html>
=======================================
--- /trunk/charmgrjs/edit_feats2.js Fri Sep 25 13:44:22 2009
+++ /dev/null
@@ -1,733 +0,0 @@
-var multi_feat_dependencies = {};
-function build_feats_page(chardata) {
- set_links_part(chardata, 2);
-
- var feats_page_layout = "<form name='charmgr'><div
id='rogue_special_abilities'></div><div id='feats'></div></form>";
- $('#content').html(feats_page_layout);
- var feats_html = "<table width=100%><tr borderColor=#8DC3E9
style='background: #8DC3E9'><td style='text-align: left'>Feats</td><td
id='feats_available' style='text-align: right'>Feats available: <span
id='feats_remaining'></span></td></tr></table><table id='feats'
style='border: 1px solid #D0D0D0' width='100%' border='0' margin='0'>";
- var is_spellcaster = jQuery.inArray(chardata.class_id, spellcasters) > -1;
- var allfeats = feats.get();
- for ( var i in allfeats) {
- var count = 1;
- if ((allfeats[i].multi == weapons || allfeats[i].multi == schools ||
allfeats[i].multi == skills) && chardata.feats != null) {
- var all_char_feats = chardata.feats.get();
- var char_feat = chardata.feats.first( {
- feat_id : allfeats[i].id
- });
- if (char_feat && char_feat.multi != null) {
- count += char_feat.multi.length;
- }
- }
-
- for(var j=0; j < count; j++) {
- // TODO - efficiency?
-// if(!allfeats[i].spell_related || is_spellcaster) {
- feats_html += create_feat_listing(allfeats[i], j);
-// }
- }
- }
- feats_html += "</table>";
- $('#feats').html(feats_html);
-}
-
-function populate_feats_page(chardata) {
- var clazz = classes.first({ id: chardata.class_id });
-
- // TODO - before looping set up all class feats
- var allfeats = feats.get();
- for (var i in allfeats) {
- var feat = allfeats[i];
- var checked = chardata.feats != null && (chardata.feats.first( {
- feat_id :
feat.id
- }) == false ? false : true);
-
- // ranger weapon style && class feats (something more efficient)
- if(is_ranger_bonus_feat(allfeats[i].id, chardata) ||
is_class_feat(chardata.class_id, allfeats[i].id, chardata.xp)) {
- checked = true;
- // prevent unchecking since an auto-added class feat
- disable_feat(allfeats[i], true, 0);
- }
-
- $('#feat_' +
feat.id + '_check_multi_0').attr('checked', checked);
-
- if(checked && $('#feat_' +
feat.id + '_check_multi_0').attr('disabled'))
{
- $('tr#feat_' +
feat.id + '_multi_0').addClass('class_feat');
- }
-
- if (feat.multi) {
- var char_feat = false;
- if (chardata.feats != null) {
- var char_feat = chardata.feats.first( {
- feat_id :
feat.id
- });
- }
- if (feat.multi == weapons || feat.multi == schools || feat.multi ==
skills) {
-
- var char_multi = (char_feat && char_feat.multi != null ?
char_feat.multi : []);
-
- // put a check for each of the multi selections
- for ( var i = 0; i < char_multi.length; i++) {
- $('#feat_' +
feat.id + '_check_multi_' + i).attr('checked', checked);
- }
-
- // set the weapon selection for each, including the first
- for ( var j = 0; j < char_multi.length; j++) {
- // TODO - sort options $('select').sortOptions();
- $("select[id='feat_" +
feat.id + "_multi_" + j
+ "']").selectOptions(char_multi[j]);
- }
- // hide the last "extra" multi
- $('tr#feat_' +
feat.id + '_multi_' + char_multi.length
+ "_sub").hide();
- } else if (feat.multi == 'count') {
- $("span[id='feat_" +
feat.id + "_count']").text((char_feat ?
char_feat.multi : 1));
- if(!checked) {
- $("tr[id='feat_" +
feat.id + "_multi_" + j + "_sub']").hide();
- }
- }
- }
- }
-
- var level = calc_level(chardata.xp);
- var spec_abil_min_lvl = clazz.special_abilities_levels != null ?
clazz.special_abilities_levels[0] : 0;
- if(
clazz.name == 'Rogue' && (level >= spec_abil_min_lvl)) {
- create_rogue_special_abilities(chardata, level, clazz);
- }
- update_feats_remaining(chardata);
-
- calc_prereqs(chardata);
-}
-
-// TODO - REFACTOR ME!! too much repeating code, just acant' see it
-function calc_feats_remaining(chardata) {
- var is_fighter = chardata.class_id == 4;
- var fighter_bonus_feats = classes.first({ id: 4}).bonus_feats;
- var char_feats = chardata.feats == null ? [] : chardata.feats.get();
- var base_feats_remaining = calc_total_base_feats(chardata.race_id,
chardata.xp);
- var class_feats_remaining = calc_total_class_feats(chardata.class_id,
chardata.xp);
-
- for(var i in char_feats) {
- if(char_feats[i].multi && jQuery.isArray(char_feats[i].multi)) {
- // selectable
- if(is_fighter) {
- for(var j in char_feats[i].multi) {
- if(jQuery.inArray(char_feats[i].feat_id, fighter_bonus_feats) > -1 &&
class_feats_remaining > 0) {
-// class_feats_remaining -= parseInt(char_feats[i].multi.length);
- class_feats_remaining -= 1;
- } else {
-// base_feats_remaining -= parseInt(char_feats[i].multi.length);
- base_feats_remaining -= 1;
- }
- }
- } else {
- base_feats_remaining -= char_feats[i].multi.length;
- }
- } else if(char_feats[i].multi) {
- // stackable count
- if(is_fighter) {
- if(jQuery.inArray(char_feats[i].feat_id, fighter_bonus_feats) > -1 &&
class_feats_remaining > 0) {
- class_feats_remaining -= parseInt(char_feats[i].multi);
- } else {
- base_feats_remaining -= parseInt(char_feats[i].multi);
- }
- } else {
- base_feats_remaining -= parseInt(char_feats[i].multi);
- }
- } else {
- // single
- if(is_fighter) {
- if(jQuery.inArray(char_feats[i].feat_id, fighter_bonus_feats) > -1 &&
class_feats_remaining > 0) {
- class_feats_remaining -= 1;
- } else {
- base_feats_remaining -= 1;
- }
- } else {
- base_feats_remaining -= 1;
- }
- }
- }
-
- return [base_feats_remaining, class_feats_remaining];
-}
-
-//TODO - refactor this
-function show_rogue_specials() {
- $('#rogue_specials').toggle();
- var hidden = $('#rogue_specials').is(':hidden');
- $('#rogue_specials_expand_flag').text(hidden ? '+' : '-');
-}
-
-function update_feats_remaining(chardata) {
- var feats_remaining = calc_feats_remaining(chardata);
- var feats_remaining_text = chardata.class_id == 4 ? (feats_remaining[0]
+ " | " + feats_remaining[1]) : (feats_remaining[0] + feats_remaining[1]);
- $('#feats_remaining').text(feats_remaining_text);
-}
-
-function calc_prereqs(chardata) {
- // is a spellcaster and has spells to cast at current level
- var is_spellcaster = jQuery.inArray(parseInt(chardata.class_id),
spellcasters) > -1 && classes.first({ id: chardata.class_id
}).spells_per_day[calc_level(chardata.xp)][0] != '-';
- var allfeats = feats.get();
- // var allfeats = feats.orderBy({id: "logical"}).get();
- // TODO - move to recalc (don't loop over all)?
- for (var i in allfeats) {
- if(is_ranger_bonus_feat(allfeats[i].id, chardata) ||
is_class_feat(chardata.class_id, allfeats[i].id, chardata.xp)) {
- continue;
- }
- var prereqs = allfeats[i].prereqs;
- // TODO - I don't know about all these 'disable(..., 0)'s
- // TODO yeesh-- figure out a more elegant way to enable
- if ((prereqs['classes'] != null &&
jQuery.inArray(parseInt(chardata.class_id), prereqs['classes']) == -1) ||
- (allfeats[i].spell_related && !is_spellcaster)) {
-// disable_feat(allfeats[i], false, 0);
- // hide feats not available to the class
- $("tr[id^='feat_" + allfeats[i].id + "_multi']").hide();
- continue;
- }
-
- // if feat prereqs contain another feat, and that feat has not been
selected...
- if (prereqs['feats'] != null) {
- var prereqs_met = true;
- for(var k in prereqs['feats']) {
- // if it's not a char feat or a class feat
- if((chardata.feats == null || chardata.feats.first({ feat_id :
prereqs['feats'][k] }) == false) &&
- !is_class_feat(chardata.class_id, prereqs['feats'][k], chardata.xp))
{
- prereqs_met = false;
- break;
- }
- }
- // one not met, all not met
- disable_feat(allfeats[i], !prereqs_met, 0);
- continue;
- }
-
- if (prereqs['abilities'] != null) {
- var prereqs_met = true;
- for(var k in prereqs['abilities']) {
- if(chardata.abilities[prereqs['abilities'][k]['ability_id']] <
prereqs['abilities'][k]['score']) {
- prereqs_met = false;
- break;
- }
- }
- disable_feat(allfeats[i], !prereqs_met, 0);
- }
-
- }
-}
-
-function create_feat_listing(feat, multi_idx) {
- // TODO - better naming scheme
- var feats_html = "<tr id='feat_" +
feat.id + "_multi_" + multi_idx
+ "'><td valign='top'><input id='feat_" +
feat.id + "_check_multi_" +
multi_idx
- + "' type='checkbox' onclick='update_feat(chardata, " +
feat.id + ", "
+ multi_idx + ")'/></td>";
- feats_html += "<td id='feat_" +
feat.id + "_name' valign='top'><a
id='feat_" +
feat.id
- + "' class='fake_link' onclick='show_item_detail(feats, " +
feat.id
+ ")'>" +
feat.name + "</a></td>";
- feats_html += "<td id='feat_" +
feat.id + "_desc' valign='top'
style='width: 100%'>" + feat.benefit
- + "</td></tr>";
- if (feat.multi == weapons || feat.multi == schools || feat.multi ==
skills) {
- var filtered_options = null;
- // TODO - factor out? clean up in any case
- // filter selections based on feat prereqs (except for Weapon Focus)
- if(feat.multi == weapons && (feat.prereqs.feats != null ||
feat.id == 75
|| (chardata.feats != null && chardata.feats.first({ feat_id: 61 })))) {
- filtered_options = [];
-
- // these only apply to weapon focus and improved critical!!
- if(
feat.id == 75 ||
feat.id == 106) {
- // Simple Weapon Proficiency is _not_ a multi select feat
- if(is_class_feat(chardata.class_id, 61, chardata.xp) ||
(chardata.feats != null && chardata.feats.first({ feat_id: 61 }))) {
- var simple_weapons = weapons.get({
- category: 'simple'
- });
- filtered_options = filtered_options.concat(simple_weapons);
- }
- if(is_class_feat(chardata.class_id, 43, chardata.xp)) {
- var martial_weapons = weapons.get({
- category: 'martial'
- });
- filtered_options = filtered_options.concat(martial_weapons);
- }
- if(is_class_feat(chardata.class_id, 24, chardata.xp)) {
- var exotic_weapons = weapons.get({
- category: 'exotic'
- });
- filtered_options = filtered_options.concat(exotic_weapons);
- }
- }
-
- // for the others, their options are dependent on the prereq selections
- if(feat.prereqs.feats != null ||
feat.id == 75 ||
feat.id == 106) {
- // TODO - sweet lord jesus, these exceptions!
- // for Weapon Focus/Improved Critical we have to fake up prereqs to
pull in char selections for Martial and Exotic
- var prereqs =
feat.id == 75 ||
feat.id == 106 ? [24, 43] :
feat.prereqs.feats;
- for(var k in prereqs) {
- var multi_feat = false;
- if(chardata.feats != null) {
- multi_feat = chardata.feats.first({
- feat_id: prereqs[k]
- });
- if(multi_feat) {
- // add the character selections to the list of options
- for(var l in multi_feat.multi) {
- filtered_options.push(weapons.first({ id: multi_feat.multi[l] }));
- }
- }
- }
- }
- }
- filtered_options.sort(function (a, b) {
- return
a.name >
b.name;
- });
- }
-
- feats_html += create_multi_feat_selector(feat, multi_idx,
filtered_options);
- } else if (feat.multi == 'count') {
- feats_html += "<tr id='feat_" +
feat.id + "_multi_" + multi_idx
+ "_sub'><td></td><td></td><td id='feat_" +
feat.id + "_count'><span
id='feat_" +
feat.id + "_count' class='box'>1</span> <input id='feat_" +
feat.id + "_count' type='button' value='+'
onclick='update_count(chardata, " +
feat.id + ")'/></td>";
- }
-
- return feats_html;
-}
-
-function create_multi_feat_selector(feat, multi_idx, items) {
- // TODO - Lord almighty
- var feat_first_name = feat.name.substring(0,
feat.name.indexOf(' ')).toLowerCase();
- var category_filter = (feat_first_name == 'simple' || feat_first_name
== 'martial' || feat_first_name == 'exotic') ? feat_first_name : null;
- var name = "feat_" +
feat.id + "_multi_" + multi_idx;
- items = items == null ? feat.multi.get() : items;
- var select = create_select(name,
items, "update_feat_sub_selection(chardata, " +
feat.id + ", "
- + multi_idx + ")", null, null, category_filter);
-
- return "<tr id='feat_" +
feat.id + "_multi_" + multi_idx
+ "_sub'><td></td><td></td><td>" + select
- + "</td></tr>";
-}
-
-function set_listing_status(feat, checked) {
- // set 1st
- $('#feat_' +
feat.id + '_check_multi_0').attr('checked', checked);
-
- // do multiples
-
- if (chardata.feats != null) {
- char_feat = chardata.feats.first( {
- feat_id :
feat.id
- });
- var char_feat_multi_items = (char_feat.multi != null ? char_feat.multi :
[]);
- // check the rest of them
- for ( var i = 0; i < char_feat_multi_items.length - 1; i++) {
- $('#feat_' +
feat.id + '_check_multi_' + i).attr('checked', checked);
- }
- // set the weapon selection for each, including the first
- for ( var j = 0 in char_feat_multi_items) {
- $('tr#feat_' +
feat.id + '_multi_' + j).show();
- $("select#feat_" +
feat.id + "_multi_" + j + " option[id='feat_" +
feat.id + "_multi_" + j + "_option_"
- + char_feat_multi_items[j] + "']").attr("selected", true);
- }
- }
-}
-
-function update_feat(chardata, feat_id, multi_idx) {
- var checked = $('#feat_' + feat_id + '_check_multi_' +
multi_idx).attr('checked');
- var feat = feats.first({
- id: feat_id
- });
- var feats_remaining = calc_feats_remaining(chardata);
- var base_feats_remaining = feats_remaining[0];
- var class_feats_remaining = feats_remaining[1];
- if (!checked) {
- remove_feat(checked, chardata, feat, multi_idx);
- // TODO - REFACTOR ME!!!!!!
- update_feats_remaining(chardata);
- calc_prereqs(chardata);
- return;
- } else if (class_feats_remaining + base_feats_remaining > 0) { // ||
base_feats_remaining > 0) {
- // TODO - WTF
-// var feats_remaining = calc_feats_remaining(chardata);
- } else if(feat.multi == null || feat.multi != 'count') {
- // no feat selections remaining, uncheck
- $('input#feat_' + feat_id + '_check_multi_' + multi_idx).attr('checked',
false);
- alert('No feat selections remaining.');
- // TODO - hunh?
- return;
- } else {
- // count multi
- // TODO - duplicated in update_count() -- not necessary
- char_feat = chardata.feats.first({feat_id: feat_id});
- var count = char_feat.multi;
- $('span#feat_' + feat_id + "_count").text(count);
- alert('No feat selections remaining.');
- }
-
- var multi_id = $("select[id='feat_" + feat_id + "_multi_" + multi_idx
+ "']").val();
- var feat = feats.first( {
- id : feat_id
- });
- // add the feat to the character
- if (chardata.feats == null) {
- chardata.feats = new TAFFY( []);
- }
- var char_feat = chardata.feats.first( {
- feat_id : feat_id
- });
-
- if (char_feat) {
- if (feat.multi == weapons || feat.multi == skills || feat.multi ==
spells) {
- char_feat.multi[multi_idx] = multi_id;
- } else if (feat.multi == 'count') {
- char_feat.multi += 1;
- }
- chardata.feats.update(char_feat, {
- feat_id : feat_id
- });
- } else {
- chardata.feats.insert( {
- feat_id : feat_id
- });
- char_feat = chardata.feats.first( {
- feat_id : feat_id
- });
- if(feat.multi == weapons || feat.multi == skills || feat.multi ==
spells) {
- char_feat.multi= [];
- char_feat.multi[multi_idx] = multi_id;
- } else if (feat.multi == 'count') {
- char_feat.multi = 1;
- }
- }
-
- // show additional data widgets
- $("tr[id='feat_" + feat_id + "_multi_" + multi_idx + "_sub']").show();
-
- // if multi, create another instance
- if (feat.multi && feat.multi != 'count') {
- var new_feat_listing = create_feat_listing(feat, multi_idx + 1);
- // put the new listing after the (once hidden) sub
- $('tr#feat_' + feat_id + '_multi_' + multi_idx
+ "_sub").after(new_feat_listing);
- // TODO - loop over all other multis and
- for(var i=0; i <= multi_idx + 1; i++) {
- // skip this one
- if(i != multi_idx) {
- // create a temp array from this item
- remove_selected_weapons(feat_id, i, [char_feat.multi[multi_idx]]);
- }
- }
- // hide the selector on the new listing until it's checked
- $('tr#feat_' + feat_id + '_multi_' + (multi_idx + 1) + "_sub").hide();
- }
-
- sav(chardata);
-
- // inform downstream dependents(?)
- if (feat.inform) {
- for(var i in feat.inform) {
- var inform_feat = feats.first({ id: feat.inform[i] });
- repopulate_multi(chardata, inform_feat);
- }
- }
-
- update_feats_remaining(chardata);
- // recalc prereqs to enable feats with this feat as a dependency
- calc_prereqs(chardata);
-}
-
-function repopulate_multi(chardata, feat) {
- // in 89
- // TODO - is this right?
- var char_feat = chardata.feats.first({ feat_id:
feat.id });
- var multi_count = 1 + (char_feat ? char_feat.multi.length : 0);
-
- var options = [];
- // look backwards (at prereqs) to get the items with which to populate
- for (var i in feat.prereqs.feats) {
- var char_prereq = chardata.feats.first({ feat_id: feat.prereqs.feats[i]
});
- if(char_prereq) {
- // TODO - inelegant
- // get the intersection of the selections of each prereq
- options = options.length == 0 ? options.concat(char_prereq.multi) :
intersection(options, char_prereq.multi);
- }
- }
-
- // inflate the option items
- var options_items = {};
- for (var i in options) {
- options_items[options[i]] = feat.multi.first({ id: options[i]}).name;
- }
-
- // do this for each of the multis, including the unselected
- // TODO - if option_items is empty, disable this dependency
- for(var i=0; i < multi_count; i++) {
- var select = $("select[id='feat_" +
feat.id + "_multi_" + i + "']");
- // clear options
- select.removeOption(/./);
- select.addOption(options_items, false);
- if(i < multi_count - 1) {
- select.val(char_feat.multi[i]);
-
- // remove this selection from the others
- for(var j=0; j < multi_count; j++) {
- // skip the current, obviously
- if(j != i) {
- remove_selected_weapons(
feat.id, j, [char_feat.multi[j]]);
- }
- }
- }
- }
-
- // TODO - recall this for this feats informs ?
-}
-
-function remove_selected_weapons(feat_id, multi_idx, multi_items) {
- var select = $('select[id=feat_' + feat_id + '_multi_' + multi_idx + ']');
- // TODO - handle replacement when another weapon selection is changed
- // selected_weapon_id = select.val();
- // feat = feats.first({
- // id: feat_id
- // });
- // rebuilt_select = create_multi_feat_selector(feat, multi_idx);
- // // replace the old select with the new one with the full suite of
weapons
- // $('tr#feat_' + feat_id + '_multi_' +
- // multi_idx).after(rebuilt_select).remove();
- // select.val(selected_weapon_id);
- // remove already selected weapons from the new listing
- select.children("option").each(function(x) {
- if (jQuery.inArray($(this).val(), multi_items) > -1) {
- $(this).remove();
- }
- });
-}
-
-function update_feat_sub_selection(chardata, feat_id, multi_idx) {
- var weapon_id = $('select[id=feat_' + feat_id + '_multi_' + multi_idx
+ ']').val();
- var char_feat = chardata.feats.first( {
- feat_id : feat_id
- });
-
- char_feat.multi[multi_idx] = weapon_id;
- chardata.feats.update(char_feat, {
- feat_id : feat_id
- });
-
- sav(chardata);
-
- // remove the changed weapon from the lists of all other weapons
- $("select[id^='feat_" + feat_id + "_multi_']").each(function(x, select) {
- // skip this one (obviously
- if ($(this).attr('id') != 'feat_' + feat_id + '_multi_' + multi_idx) {
- // TODO - move out to function?
- var selected_weapon_id = $(this).attr('value');
- feat = feats.first({
- id: feat_id
- });
- rebuilt_select = create_multi_feat_selector(feat, x);
- // replace the old select with the new one with the full suite of
weapons
- // TODO - this doesn't work right
- $("tr[id='feat_" +
feat.id + "_multi_" + x
+ "_sub']").replaceWith(rebuilt_select);
- if ($("input[id='feat_" +
feat.id + "_check_multi_" + x
+ "']").attr('checked') == false) {
- $("tr[id='feat_" +
feat.id + "_multi_" + x + "_sub']").hide();
- }
- // remove already selected weapons from the new listing
- char_feat = chardata.feats.first({
- feat_id:
feat.id
- });
- // remove $(this)'s selection from the list of items, so that it's not
removed from the current selector
- var multi = char_feat.multi.slice();
- multi.splice(x, 1);
- $("select[id='feat_" +
feat.id + "_multi_" + x
+ "']").removeOption(multi);
- // restore the character's weapon selection
- $("select[id='feat_" +
feat.id + "_multi_" + x
+ "']").selectOptions(selected_weapon_id);
- }
- });
-
- // inform downstream dependents(?)
- if (feat.inform) {
- for(var i in feat.inform) {
- var inform_feat = feats.first({ id: feat.inform[i] });
- repopulate_multi(chardata, inform_feat);
- }
- }
-
- update_feats_remaining(chardata);
-}
-
-function disable_feat(feat, disabled, multi_idx) {
- if(disabled) {
- // feat_34_check_multi_0
- $('input#feat_' +
feat.id + '_check_multi_' +
multi_idx).attr('disabled', 'disabled');
- } else {
- $('input#feat_' +
feat.id + '_check_multi_' +
multi_idx).removeAttr('disabled');
- }
- $('#feat_' +
feat.id
+ '_name').removeClass((disabled ? 'enabled' : 'disabled')).addClass((disabled ? 'disabled' : 'enabled'));
- $('#feat_' +
feat.id
+ '_desc').removeClass((disabled ? 'enabled' : 'disabled')).addClass((disabled ? 'disabled' : 'enabled'));
-
- var checked = $('#feat_' +
feat.id + '_check_multi_' +
multi_idx).attr('checked');
- show_sub(feat, disabled, checked, multi_idx);
-}
-
-function show_sub(feat, disabled, checked, multi_idx) {
- if (feat.multi && !disabled && checked) {
- $('tr#feat_' +
feat.id + '_multi_' + multi_idx + "_sub").show();
- } else {
- $('tr#feat_' +
feat.id + '_multi_' + multi_idx + "_sub").hide();
- }
-}
-
-function update_count(chardata, feat_id) {
- var feats_remaining = calc_feats_remaining(chardata);
- var is_fighter = chardata.class_id == 4;
- var fighter_bonus_feats = classes.first({ id: 4}).bonus_feats;
-
- // if fighter with no base feats remaining and feat is not fighter bonus
feats bail
- if((feats_remaining[0] == 0 && is_fighter && jQuery.inArray(feat_id,
fighter_bonus_feats) == -1) ||
- (!is_fighter && (feats_remaining[0] + feats_remaining[1]) == 0)) {
- alert('No feat selections remaining.');
- return;
- }
- char_feat = chardata.feats.first({feat_id: feat_id});
- char_feat.multi += 1;
- $("span[id='feat_" + feat_id + "_count']").text(char_feat.multi);
- sav(chardata);
- update_feats_remaining(chardata);
-}
-
-function is_ranger_bonus_feat(feat_id, chardata) {
- return ((feat_id == 54 && chardata.weapon_style == 'archery') || (feat_id
== 73 && chardata.weapon_style == 'two_weapon_combat')) &&
chardata.class_id == 7 && calc_level(chardata.xp) > 1;
-}
-
-function remove_feat(checked, chardata, feat, multi_idx) {
- if(!checked && feat.multi) {
- var char_feat = chardata.feats.first({ feat_id:
feat.id});
- if(char_feat.multi.length > 1) {
- // remove the multi feat from the array
- char_feat.multi.splice(multi_idx, 1);
- } else {
- // remove the feat completely
- chardata.feats.remove( { feat_id:
feat.id });
- }
- // rebuild the UI
- // get the prev sibling (ids may not be in order)
- var prev_sibling = $("tr[id='feat_" +
feat.id + "_multi_0']").prev();
- // remove the existing jobbers
- $("tr[id^='feat_" +
feat.id + "_multi']").each(function(x, tr) {
- $(this).remove();
- });
- // recreate the feat UI
- var char_feat = chardata.feats.first({ feat_id:
feat.id });
- // +1 for the empty default
- var multis = (char_feat ? char_feat.multi.length : 0) + 1;
- for(var i=0; i<multis; i++) {
- prev_sibling.after(create_feat_listing(feat, i));
- prev_sibling = $("tr[id='feat_" +
feat.id + "_multi_" + i + "_sub']");
- if(char_feat && char_feat.multi[i] != null) {
- // select the multi item
- $("select[id='feat_" +
feat.id + "_multi_" + i
+ "']").selectOptions(char_feat.multi[i]);
- // check the box
- $("input[id='feat_" +
feat.id + "_check_multi_" + i
+ "']").attr('checked', true);
- } else {
- // hide the sub select
- $("tr[id='feat_" +
feat.id + "_multi_" + i + "_sub']").hide();
- }
- }
- } else {
- chardata.feats.remove( { feat_id:
feat.id });
- }
-
- calc_feats_remaining(chardata);
-
- sav(chardata);
-}
-
-function create_rogue_special_abilities(chardata, level, clazz) {
-
- var rogue_specials = [];
- for(var i in rogue_special_abilities) {
- rogue_specials.push(special_abilities.first({ id:
rogue_special_abilities[i] }));
- }
-
- // get the number of special abilities selectors
- var count = 0;
- for(var i in clazz.special_abilities_levels) {
- if(level >= clazz.special_abilities_levels[i]) {
- count++;
- }
- }
- var special_html = "";
- special_html += "<table style='border: 1px solid #D0D0D0' width='100%'
border='0' margin='0'><tbody><tr><td colspan='2' bgcolor='#8DC3E9'
onclick='show_rogue_specials()'><a class='fake_link'
onclick='show_rogue_specials()'>Rogue Special Abilities</a><span
id='rogue_specials_expand_flag' style='font-family: Monospace'
class='box'>+</span></td></tr></tbody><tbody id='rogue_specials'>";
- for (var i=0; i<count; i++) {
- var selected = chardata.rogue_special_abilities &&
chardata.rogue_special_abilities[i] != null ?
chardata.rogue_special_abilities[i].special_id : null;
- var selected_special = special_abilities.first ({ id: selected });
- special_html += "<tr id='special_" + i + "'><td valign='top'>";
- special_html += create_select1('special_' + i,
rogue_specials, 'update_rogue_special_ability(chardata, ' + i + ')',
selected);
- special_html += "</a></td><td id='special_" + i + "_description'><a
class='fake_link' onclick='show_item_detail(special_abilities, " +
(selected_special ?
selected_special.id : rogue_specials[i].id) + ")'>" +
(selected_special ? selected_special.description :
rogue_specials[i].description) + "</a></td></tr>";
- if(selected == 72) {
- // expand skill mastery bit
- special_html += create_skill_selection_matrix(chardata, i);
- }
- }
- special_html += "</tbody></table>";
- $('#rogue_special_abilities').html(special_html);
- $("tr[id^='special']:odd").css("background-color", "#EFF1F1");
-// $('#rogue_special_abilities').hide();
-}
-
-function update_rogue_special_ability(chardata, special_ability_index,
skill_id) {
- // get the special id
- var selected_special = $("select[id='special_" + special_ability_index
+ "']").val();
- var special = special_abilities.first({ id: selected_special });
- if(chardata.rogue_special_abilities == null) {
- chardata.rogue_special_abilities = [];
- }
- chardata.rogue_special_abilities[special_ability_index] = { special_id:
special.id };
- // update the description
- $("td[id='special_" + special_ability_index + "_description']").html("<a
class='fake_link' onclick='show_item_detail(special_abilities, " +
special.id + ")'>" + special.description + "</a>");
- // show skill selectors if Skill Mastery
- // TODO - refactor this with spell selections
- if(
special.name == "Skill Mastery") {
- var skill_selections_html = create_skill_selection_matrix(chardata,
special_ability_index);
- $("tr[id='special_" + special_ability_index
+ "']").after(skill_selections_html);
- } else {
- // blow away skill selections
- $("tr[id='rogue_skill_selections_" + special_ability_index
+ "']").remove();
- }
- sav(chardata);
-}
-
-function create_skill_selection_matrix(chardata, special_ability_index) {
- var skill_selections_html = "<tr id='rogue_skill_selections_" +
special_ability_index + "'><td colspan=2><table style='width: 100%'
class=box><tr><td colspan=6 style='text-align: right'>Selections remaining:
<span id='skill_mastery_selections_remaining'>" +
calc_skill_mastery_selections_remaining(chardata, special_ability_index)
+ "</span></td></tr><tr>";
- var all_skills = skills.get();
- for(var j in all_skills) {
- var checked =
chardata.rogue_special_abilities[special_ability_index].multi != null &&
jQuery.inArray(all_skills[j].id,
chardata.rogue_special_abilities[special_ability_index].multi) > -1;
- // print all skills, 3 to a row, check the selected ones
onclick='update_rogue_special_ability(chardata, " +
chardata.rogue_special_abilities[special_ability_index].special_id + "
- skill_selections_html += "<td valign='top'><input id='skill_" +
all_skills[j].id + "_check'
onclick='update_skill_mastery_selections(chardata, " +
special_ability_index + ", " + all_skills[j].id + ")' type='checkbox'" +
(checked ? " checked" : "") + "/></td>";
- skill_selections_html += "<td id='skill_" + all_skills[j].id + "_name'
valign='top'><a id='skill_" + all_skills[j].id + "' class='fake_link'
onclick='show_item_detail(skills, " + all_skills[j].id + ")'>" +
all_skills[j].name + "</a></td>";
- if(j % 3 == 2) {
- skill_selections_html += "</tr><tr>";
- }
- }
- skill_selections_html += "</table></td></tr>";
-
- return skill_selections_html;
-}
-
-function update_skill_mastery_selections(chardata, special_ability_index,
skill_id) {
- var checked = $("#skill_" + skill_id + "_check").attr('checked');
- // update chardata
- if(checked) {
- if(calc_skill_mastery_selections_remaining(chardata,
special_ability_index) > 0) {
- // if we're here, we already have r_s_a
- if(chardata.rogue_special_abilities[special_ability_index].multi ==
null) {
- chardata.rogue_special_abilities[special_ability_index].multi
= [];
- }
-
chardata.rogue_special_abilities[special_ability_index].multi.push(skill_id);
- } else {
- $("#skill_" + skill_id + "_check").attr('checked', false);
- alert('No skill selections remaining.');
- }
- } else {
- var skill_index = jQuery.inArray(skill_id,
chardata.rogue_special_abilities[special_ability_index].multi);
- if(skill_index > -1) {
-
chardata.rogue_special_abilities[special_ability_index].multi.splice(skill_index,
1);
- }
- }
-
- // update skill selections remaining
-
$('#skill_mastery_selections_remaining').text(calc_skill_mastery_selections_remaining(chardata,
special_ability_index));
- sav(chardata);
-}
-
-function calc_skill_mastery_selections_remaining(chardata,
special_ability_index) {
- var selection_count =
chardata.rogue_special_abilities[special_ability_index].multi != null ?
chardata.rogue_special_abilities[special_ability_index].multi.length : 0;
- return 3 + calc_ability_modifier(chardata.abilities[2]) - selection_count;
-}
=======================================
--- /trunk/charmgrjs/charmgr.css Fri Oct 2 15:24:42 2009
+++ /trunk/charmgrjs/charmgr.css Mon Oct 5 09:19:03 2009
@@ -132,3 +132,7 @@
background-color: #dcecff;
text-align: center;
}
+
+.even_row {
+ background-color: #eaeaea
+}
=======================================
--- /trunk/charmgrjs/charmgr.html Sat Oct 3 13:23:43 2009
+++ /trunk/charmgrjs/charmgr.html Mon Oct 5 09:19:03 2009
@@ -30,7 +30,7 @@
</script>
<script type='text/javascript' src='cleric_domains.js'>
</script>
- <script type='text/javascript' src='edit_feats2.js'>
+ <script type='text/javascript' src='edit_feats.js'>
</script>
<script type='text/javascript' src='edit_spells.js'>
</script>
=======================================
--- /trunk/charmgrjs/common.js Sun Oct 4 19:32:37 2009
+++ /trunk/charmgrjs/common.js Mon Oct 5 09:19:03 2009
@@ -157,7 +157,6 @@
return calc_ability_modifier(wis_score) + class_will_score + feat_mod;
}
-// TODO - refactor and generalize with will, ref, etc
function calc_fort(con_score, class_id, xp, char_feats) {
class_fort_score = classes.first( {
id : class_id
@@ -280,8 +279,9 @@
autoOpen : false,
title : title
});
-// $("tr:even").css("background-color", "#EFF1F1");
+ $("tr[class='detail'][class!='header']:even").addClass("even_row");
$("#mydialog").dialog('open');
+ $("tr[class='detail']:even").removeClass("even_row");
return false;
}
@@ -368,73 +368,7 @@
c_end = document.cookie.length;
}
cookie_data = document.cookie.substring(c_start, c_end);
- chardata = TAFFY.JSON.parse(unescape(cookie_data));
- if (chardata.skills != null) {
- chardata.skills = TAFFY(chardata.skills);
- }
- if (chardata.feats != null) {
- chardata.feats = TAFFY(chardata.feats);
- }
- // all arrays have to be reconstituted manually
- // armor
- if (chardata.armor != null) {
- char_armor = [];
- for (armor_idx in chardata.armor) {
- char_armor.push(chardata.armor[armor_idx]);
- }
- chardata.armor = char_armor;
- }
- // weapons
- if (chardata.weapons != null) {
- char_weapons = [];
- for (weapon_idx in chardata.weapons) {
- char_weapons.push(chardata.weapons[weapon_idx]);
- }
- chardata.weapons = char_weapons;
- }
- // abilities
- if (chardata.abilities != null) {
- char_abilities = [];
- for (ability_idx in chardata.abilities) {
- char_abilities.push(chardata.abilities[ability_idx]);
- }
- }
- // spells
- if (chardata.spells != null) {
- char_spells = [];
- for (var spell_lvl_idx in chardata.spells) {
- char_spells.push( []);
- for (var char_spell in chardata.spells[spell_lvl_idx]) {
-
char_spells[parseInt(spell_lvl_idx)].push(parseInt(chardata.spells[spell_lvl_idx][char_spell]));
- }
- }
- chardata.spells = char_spells;
- }
-
- // log
- if(chardata.xp_log != null) {
- var xp_log = [];
- for(var entry in chardata.xp_log) {
- xp_log.push(chardata.xp_log[entry]);
- }
- chardata.xp_log = xp_log;
- }
-
- // rogue special abilities
- if(chardata.rogue_special_abilities != null) {
- var rogue_special_abilities = [];
- for(var i in chardata.rogue_special_abilities) {
- rogue_special_abilities.push(chardata.rogue_special_abilities[i]);
- if(chardata.rogue_special_abilities[i].multi != null) {
- var multi = [];
- for(var j in chardata.rogue_special_abilities[i].multi) {
- multi.push(chardata.rogue_special_abilities[i].multi[j]);
- }
- rogue_special_abilities[i].multi = multi;
- }
- }
- chardata.rogue_special_abilities = rogue_special_abilities;
- }
+ parse_character_data(cookie_data);
}
}
@@ -444,8 +378,80 @@
function import_character() {
var json_data = prompt("Paste your character data below:");
if (json_data != null && json_data.replace(/^\s+|\s+$/g,"").length > 0) {
- sav(json_data);
- lod();
+ parse_character_data(json_data);
+ sav(chardata);
+ window.location.reload();
+ }
+}
+
+function parse_character_data(data) {
+ chardata = {};
+ chardata = TAFFY.JSON.parse(unescape(data));
+ if (chardata.skills != null) {
+ chardata.skills = TAFFY(chardata.skills);
+ }
+ if (chardata.feats != null) {
+ chardata.feats = TAFFY(chardata.feats);
+ }
+ // all arrays have to be reconstituted manually
+ // armor
+ if (chardata.armor != null) {
+ char_armor = [];
+ for (armor_idx in chardata.armor) {
+ char_armor.push(chardata.armor[armor_idx]);
+ }
+ chardata.armor = char_armor;
+ }
+ // weapons
+ if (chardata.weapons != null) {
+ char_weapons = [];
+ for (weapon_idx in chardata.weapons) {
+ char_weapons.push(chardata.weapons[weapon_idx]);
+ }
+ chardata.weapons = char_weapons;
+ }
+ // abilities
+ if (chardata.abilities != null) {
+ char_abilities = [];
+ for (ability_idx in chardata.abilities) {
+ char_abilities.push(chardata.abilities[ability_idx]);
+ }
+ }
+ // spells
+ if (chardata.spells != null) {
+ char_spells = [];
+ for (var spell_lvl_idx in chardata.spells) {
+ char_spells.push( []);
+ for (var char_spell in chardata.spells[spell_lvl_idx]) {
+
char_spells[parseInt(spell_lvl_idx)].push(parseInt(chardata.spells[spell_lvl_idx][char_spell]));
+ }
+ }
+ chardata.spells = char_spells;
+ }
+
+ // log
+ if(chardata.xp_log != null) {
+ var xp_log = [];
+ for(var entry in chardata.xp_log) {
+ xp_log.push(chardata.xp_log[entry]);
+ }
+ chardata.xp_log = xp_log;
+ }
+
+ // rogue special abilities
+ if(chardata.rogue_special_abilities != null) {
+ var rogue_special_abilities = [];
+ for(var i in chardata.rogue_special_abilities) {
+ rogue_special_abilities.push(chardata.rogue_special_abilities[i]);
+ if(chardata.rogue_special_abilities[i].multi != null) {
+ var multi = [];
+ for(var j in chardata.rogue_special_abilities[i].multi) {
+ multi.push(chardata.rogue_special_abilities[i].multi[j]);
+ }
+ rogue_special_abilities[i].multi = multi;
+ }
+ }
+ chardata.rogue_special_abilities = rogue_special_abilities;
}
}
=======================================
--- /trunk/charmgrjs/edit.js Sun Oct 4 15:06:05 2009
+++ /trunk/charmgrjs/edit.js Mon Oct 5 09:19:03 2009
@@ -178,6 +178,10 @@
chardata.hp = $('#hp').val();
chardata.race_id = $('#race').val();
+ // change your class, lose your feat selections
+ if(chardata.class_id != $('#clazz').val()) {
+ chardata.feats = null;
+ }
chardata.class_id = $('#clazz').val();
chardata.alignment_id = $('#alignment').val().split(',')[0];
=======================================
--- /trunk/charmgrjs/skills.js Sun Oct 4 19:32:37 2009
+++ /trunk/charmgrjs/skills.js Mon Oct 5 09:19:03 2009
@@ -115,7 +115,7 @@
untrained: "Yes",
ability_id: 1,
armor_check_penalty: true,
- detail: "You can keep your balance while walking on a tightrope, a
narrow beam, a slippery ledge, or an uneven floor.<p
class=sub><b>Check</b>: You can walk on a precarious surface. A successful
check lets you move at half your speed along the surface for 1 round. A
failure by 4 or less means you can't move for 1 round. A failure by 5
or more means you fall. The difficulty varies with the surface, as
follows:<p><table class=box><tr><td class=header>Narrow Surface</td><td
class=header>Balance DC<sup>1</sup></td><td></td><td class=header>Difficult
Surface</td><td class=header>Balance DC<sup>2</sup></td></tr><tr><td>7-12
inches wide</td><td align=center>10</td><td></td><td>Uneven
flagstone</td><td align=center>10<sup>2</sup></td></tr><tr><td>2-6 inches
wide</td><td align=center>15</td><td></td><td>Hewn stone floor</td><td
align=center>10<sup>2</sup></td></tr><tr><td>Less than 2 inches
wide</td><td align=center>20</td><td></td><td>Sloped or angled
floor</td><td align=center>10<sup>2</sup></td></tr><tr><td
colspan='5'><sup>1</sup> Add modifiers from Narrow Surface
Modifiers, below, as appropriate.</td></tr><tr><td
colspan='5'><sup>2</sup> Only if running or charging. Failure by 4
or less means the character can't run or charge, but may otherwise act
normally.</td></tr></table><p><table class=box><tr><td colspan='2'
class=header>Narrow Surface Modifiers</td></tr> <tr><td
class=header>Surface</td><td class=header>DC
Modifier<sup>1</sup></td></tr><tr><td>Lightly obstructed (scree, light
rubble)</td><td align=center>+2</td></tr> <tr><td>Severely obstructed
(natural cavern floor, dense rubble)</td><td align=center>+5</td></tr>
<tr><td>Lightly slippery (wet floor)</td><td align=center>+2</td>
</tr><tr><td>Severely slippery (ice sheet)</td><td
align=center>+5</td></tr> <tr><td>Sloped or angled</td><td
align=center>+2</td></tr><tr><td colspan='2'><sup>1</sup> Add the
appropriate modifier to the Balance DC of a narrow surface. These modifiers
stack.</td></tr></table> <p class=sub><i>Being Attacked while
Balancing</i>: You are considered flat-footed while balancing, since you
can't move to avoid a blow, and thus you lose your Dexterity bonus to
AC (if any). If you have 5 or more ranks in Balance, you aren't
considered flat-footed while balancing. If you take damage while balancing,
you must make another Balance check against the same DC to remain standing.
<p class=sub><i>Accelerated Movement</i>: You can try to walk across a
precarious surface more quickly than normal. If you accept a -5 penalty,
you can move your full speed as a move action. (Moving twice your speed in
a round requires two Balance checks, one for each move action used.) You
may also accept this penalty in order to charge across a precarious
surface; charging requires one Balance check for each multiple of your
speed (or fraction thereof ) that you charge. <p class=sub><b>Action</b>:
None. A Balance check doesn't require an action; it is made as part of
another action or as a reaction to a situation. <p
class=sub><b>Special</b>: If you have the Agile feat, you get a +2 bonus on
Balance checks. <p class=sub><b>Synergy</b>: If you have 5 or more ranks in
Tumble, you get a +2 bonus on Balance checks."
+ detail: "You can keep your balance while walking on a tightrope, a
narrow beam, a slippery ledge, or an uneven floor.<p
class=sub><b>Check</b>: You can walk on a precarious surface. A successful
check lets you move at half your speed along the surface for 1 round. A
failure by 4 or less means you can't move for 1 round. A failure by 5
or more means you fall. The difficulty varies with the surface, as
follows:<p><table class=box><tr class=detail><td class=header>Narrow
Surface</td><td class=header>Balance DC<sup>1</sup></td><td></td><td
class=header>Difficult Surface</td><td class=header>Balance
DC<sup>2</sup></td></tr><tr class=detail><td>7-12 inches wide</td><td
align=center>10</td><td></td><td>Uneven flagstone</td><td
align=center>10<sup>2</sup></td></tr><tr class=detail><td>2-6 inches
wide</td><td align=center>15</td><td></td><td>Hewn stone floor</td><td
align=center>10<sup>2</sup></td></tr><tr class=detail><td>Less than 2
inches wide</td><td align=center>20</td><td></td><td>Sloped or angled
floor</td><td align=center>10<sup>2</sup></td></tr></table><sup>1</sup> Add
modifiers from Narrow Surface Modifiers, below, as
appropriate.<p><sup>2</sup> Only if running or charging. Failure by 4 or
less means the character can't run or charge, but may otherwise act
normally.<p><table class=box><tr class=detail><td colspan='2'
class=header>Narrow Surface Modifiers</td></tr> <tr class=detail><td
class=header>Surface</td><td class=header>DC
Modifier<sup>1</sup></td></tr><tr class=detail><td>Lightly obstructed
(scree, light rubble)</td><td align=center>+2</td></tr> <tr
class=detail><td>Severely obstructed (natural cavern floor, dense
rubble)</td><td align=center>+5</td></tr> <tr class=detail><td>Lightly
slippery (wet floor)</td><td align=center>+2</td> </tr><tr
class=detail><td>Severely slippery (ice sheet)</td><td
align=center>+5</td></tr> <tr class=detail><td>Sloped or angled</td><td
align=center>+2</td></tr></table><sup>1</sup> Add the appropriate modifier
to the Balance DC of a narrow surface. These modifiers stack. <p
class=sub><i>Being Attacked while Balancing</i>: You are considered
flat-footed while balancing, since you can't move to avoid a blow, and
thus you lose your Dexterity bonus to AC (if any). If you have 5 or more
ranks in Balance, you aren't considered flat-footed while balancing. If
you take damage while balancing, you must make another Balance check
against the same DC to remain standing. <p class=sub><i>Accelerated
Movement</i>: You can try to walk across a precarious surface more quickly
than normal. If you accept a -5 penalty, you can move your full speed as a
move action. (Moving twice your speed in a round requires two Balance
checks, one for each move action used.) You may also accept this penalty in
order to charge across a precarious surface; charging requires one Balance
check for each multiple of your speed (or fraction thereof ) that you
charge. <p class=sub><b>Action</b>: None. A Balance check doesn't
require an action; it is made as part of another action or as a reaction to
a situation. <p class=sub><b>Special</b>: If you have the Agile feat, you
get a +2 bonus on Balance checks. <p class=sub><b>Synergy</b>: If you have
5 or more ranks in Tumble, you get a +2 bonus on Balance checks."
}, {
id: 2,
name: "Bluff",
@@ -126,7 +126,7 @@
},
untrained: "Yes",
ability_id: 4,
- detail: "You can make the outrageous or the untrue seem plausible, or
use doublespeak or innuendo to deliver a secret message to another
character. The skill encompasses acting, conning, fast talking,
misdirection, prevarication, and misleading body language. Use a bluff to
sow temporary confusion, get someone to turn and look where you point, or
simply look innocuous.<p class=sub><b>Check</b>: A Bluff check is opposed
by the target's Sense Motive check. See the accompanying table for
examples of different kinds of bluffs and the modifier to the target's
Sense Motive check for each one.<table class=box><tr><td class=header>Bluff
Examples</td></tr><tr><td class=header>Example Circumstances</td><td
class=header>Sense Motive Modifier</td></tr><tr><td>The target wants to
believe you.</td><td align=center>-5</td></tr> <tr><td style='padding:
0 10px'>'These emeralds aren't stolen. I'm just desperate
for coin right now, so I'm offering them to you
cheap.'</td><td></td></tr><tr><td>The bluff is believable and
doesn't affect the target much.</td><td
align=center>+0</td></tr><tr><td style='padding: 0 10px'>'I
don't know what you're talking about, sir. I'm just a simple
peasant girl here for the fair.'</td><td></td></tr><tr><td>The bluff is
a little hard to believe or puts the target at some risk.</td><td
align=center>+5</td></tr><tr><td style='padding: 0 10px'>'You
orcs want to fight? I'll take you all on myself. I don't need my
friends' help. Just don't get your blood all over my new
surcoat.'</td><td></td></tr><tr><td>The bluff is hard to believe or
puts the target at significant risk.</td><td
align=center>+10</td></tr><tr><td style='padding: 0 10px'>'This
diadem doesn't belong to the duchess. It just looks like hers. Trust
me, I wouldn't sell you jewelry that would get you hanged, would
I?'</td><td></td></tr><tr><td>The bluff is way out there; it's
almost too incredible to consider.</td><td
align=center>+20</td></tr><tr><td style='padding: 0 10px'>'You
might find this hard to believe, but I'm actually a lammasu who's
been polymorphed into halfling form by an evil sorcerer. You know we
lammasu are trustworthy, so you can believe
me.'</td><td></td></tr></table><p class=sub>Favorable and unfavorable
circumstances weigh heavily on the outcome of a bluff. Two circumstances
can weigh against you: The bluff is hard to believe, or the action that the
target is asked to take goes against its self-interest, nature, persona-
lity, orders, or the like. If it's important, the DM can distinguish
between a bluff that fails because the target doesn't believe it and
one that fails because it just asks too much of the target. For instance,
if the target gets a +10 bonus on its Sense Motive check because the bluff
demands something risky, and the 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. A target that succeeds by 11 or more has seen through
the bluff (and would have done so even if that bluff had not entailed any
demand). <p class=sub>A successful Bluff check indicates that the target
reacts as you wish, at least for a short time (usually 1 round or less) or
believes something that you want it to believe. Bluff, however, is not a
suggestion spell. For example, you could use bluff to put a shopkeeper off
guard by saying that his shoes are untied. At best, such a bluff would make
the shopkeeper glance down at his shoes. It would not cause him to ignore
you and fiddle with his shoes. <p class=sub>A bluff requires interaction
between you and the target. Creatures unaware of you cannot be bluffed. <p
class=sub><i>Feinting in Combat</i>: You can also use Bluff to mislead an
opponent in melee combat (so that it can't dodge your next attack
effectively). To feint, make a Bluff check opposed by your target's
Sense Motive check, but in this case, the target may add its base attack
bonus to the roll along with any other applicable modifiers. If your Bluff
check result exceeds this special Sense Motive check result, your target is
denied its Dexterity bonus to AC (if any) for the next melee attack you
make against it. This attack must be made on or before your next turn. <p
class=sub>Feinting in this way against a nonhumanoid is difficult because
it's harder to read a strange creature's body language; you take a
-4 penalty on your Bluff check. Against a creature of animal Intelligence
(1 or 2) it's even harder; you take a -8 penalty. Against a non-
ntelligent creature, it's impossible. <p class=sub>Feinting in combat
does not provoke an attack of opportunity. <p class=sub><i>Creating a
Diversion to Hide</i>: You can use the Bluff skill to help you hide. A
successful Bluff check gives you the momentary diversion you need to
attempt a Hide check while people are aware of you. This usage does not
provoke an attack of opportunity. <p class=sub><i>Delivering a Secret
Message</i>: You can use Bluff to get a message across to another character
without others understanding it. Two rogues, for example, might seem to be
talking about bakery goods when they're really planning how to break
into the evil wizard's laboratory. The DC is 15 for simple messages, or
20 for complex messages, especially those that rely on getting across new
information. Failure by 4 or less means you can't get the message
across. Failure by 5 or more means that some false information has been
implied or inferred. Anyone listening to the exchange can make a Sense
Motive check opposed by the Bluff check you made to transmit in order to
intercept your message (see Sense Motive, page 81). <p
class=sub><b>Action</b>: Varies. A Bluff check made as part of general
interaction always takes at least 1 round (and is at least a full-round
action), but it can take much longer if you try something elaborate. A
Bluff check made to feint in combat or create a diversion to hide is a
standard action. A Bluff check made to deliver a secret message doesn't
take an action; it is part of normal communication. However, the DM may
limit the amount of information you can convey in a single round. <p
class=sub><b>Try Again</b>: Varies. Generally, a failed Bluff check in
social interaction makes the target too suspicious for you to try again in
the same circumstances, but you may retry freely on Bluff checks made to
feint in combat. Retries are also allowed when you are trying to send a
message, but you may attempt such a retry only once per round. Each retry
carries the same chance of miscommunication. <p class=sub><b>Special</b>: A
ranger gains a bonus on Bluff checks when using this skill against a
favored enemy (see page 47). The master of a snake familiar (see the
Familiars sidebar, page 52) gains a +3 bonus on Bluff checks. If you have
the Persuasive feat, you get a +2 bonus on Bluff checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Bluff, you get a
+2 onus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on
Disguise checks made when you know you're being observed and you try to
act in character."
+ detail: "You can make the outrageous or the untrue seem plausible, or
use doublespeak or innuendo to deliver a secret message to another
character. The skill encompasses acting, conning, fast talking,
misdirection, prevarication, and misleading body language. Use a bluff to
sow temporary confusion, get someone to turn and look where you point, or
simply look innocuous.<p class=sub><b>Check</b>: A Bluff check is opposed
by the target's Sense Motive check. See the accompanying table for
examples of different kinds of bluffs and the modifier to the target's
Sense Motive check for each one.<table class=box><tr class=detail><td
class=header>Bluff Examples</td></tr><tr class=detail><td
class=header>Example Circumstances</td><td class=header>Sense Motive
Modifier</td></tr><tr class=detail><td>The target wants to believe
you.</td><td align=center>-5</td></tr> <tr class=detail><td
style='padding: 0 10px'>'These emeralds aren't stolen.
I'm just desperate for coin right now, so I'm offering them to you
cheap.'</td><td></td></tr><tr class=detail><td>The bluff is believable
and doesn't affect the target much.</td><td
align=center>+0</td></tr><tr class=detail><td style='padding: 0
10px'>'I don't know what you're talking about, sir. I'm
just a simple peasant girl here for the fair.'</td><td></td></tr><tr
class=detail><td>The bluff is a little hard to believe or puts the target
at some risk.</td><td align=center>+5</td></tr><tr class=detail><td
style='padding: 0 10px'>'You orcs want to fight? I'll take
you all on myself. I don't need my friends' help. Just don't
get your blood all over my new surcoat.'</td><td></td></tr><tr
class=detail><td>The bluff is hard to believe or puts the target at
significant risk.</td><td align=center>+10</td></tr><tr class=detail><td
style='padding: 0 10px'>'This diadem doesn't belong to the
duchess. It just looks like hers. Trust me, I wouldn't sell you jewelry
that would get you hanged, would I?'</td><td></td></tr><tr
class=detail><td>The bluff is way out there; it's almost too incredible
to consider.</td><td align=center>+20</td></tr><tr class=detail><td
style='padding: 0 10px'>'You might find this hard to believe,
but I'm actually a lammasu who's been polymorphed into halfling
form by an evil sorcerer. You know we lammasu are trustworthy, so you can
believe me.'</td><td></td></tr></table><p class=sub>Favorable and
unfavorable circumstances weigh heavily on the outcome of a bluff. Two
circumstances can weigh against you: The bluff is hard to believe, or the
action that the target is asked to take goes against its self-interest,
nature, persona- lity, orders, or the like. If it's important, the DM
can distinguish between a bluff that fails because the target doesn't
believe it and one that fails because it just asks too much of the target.
For instance, if the target gets a +10 bonus on its Sense Motive check
because the bluff demands something risky, and the 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. A target that succeeds by 11
or more has seen through the bluff (and would have done so even if that
bluff had not entailed any demand). <p class=sub>A successful Bluff check
indicates that the target reacts as you wish, at least for a short time
(usually 1 round or less) or believes something that you want it to
believe. Bluff, however, is not a suggestion spell. For example, you could
use bluff to put a shopkeeper off guard by saying that his shoes are
untied. At best, such a bluff would make the shopkeeper glance down at his
shoes. It would not cause him to ignore you and fiddle with his shoes. <p
class=sub>A bluff requires interaction between you and the target.
Creatures unaware of you cannot be bluffed. <p class=sub><i>Feinting in
Combat</i>: You can also use Bluff to mislead an opponent in melee combat
(so that it can't dodge your next attack effectively). To feint, make a
Bluff check opposed by your target's Sense Motive check, but in this
case, the target may add its base attack bonus to the roll along with any
other applicable modifiers. If your Bluff check result exceeds this special
Sense Motive check result, your target is denied its Dexterity bonus to AC
(if any) for the next melee attack you make against it. This attack must be
made on or before your next turn. <p class=sub>Feinting in this way against
a nonhumanoid is difficult because it's harder to read a strange
creature's body language; you take a -4 penalty on your Bluff check.
Against a creature of animal Intelligence (1 or 2) it's even harder;
you take a -8 penalty. Against a non- ntelligent creature, it's
impossible. <p class=sub>Feinting in combat does not provoke an attack of
opportunity. <p class=sub><i>Creating a Diversion to Hide</i>: You can use
the Bluff skill to help you hide. A successful Bluff check gives you the
momentary diversion you need to attempt a Hide check while people are aware
of you. This usage does not provoke an attack of opportunity. <p
class=sub><i>Delivering a Secret Message</i>: You can use Bluff to get a
message across to another character without others understanding it. Two
rogues, for example, might seem to be talking about bakery goods when
they're really planning how to break into the evil wizard's
laboratory. The DC is 15 for simple messages, or 20 for complex messages,
especially those that rely on getting across new information. Failure by 4
or less means you can't get the message across. Failure by 5 or more
means that some false information has been implied or inferred. Anyone
listening to the exchange can make a Sense Motive check opposed by the
Bluff check you made to transmit in order to intercept your message (see
Sense Motive, page 81). <p class=sub><b>Action</b>: Varies. A Bluff check
made as part of general interaction always takes at least 1 round (and is
at least a full-round action), but it can take much longer if you try
something elaborate. A Bluff check made to feint in combat or create a
diversion to hide is a standard action. A Bluff check made to deliver a
secret message doesn't take an action; it is part of normal
communication. However, the DM may limit the amount of information you can
convey in a single round. <p class=sub><b>Try Again</b>: Varies. Generally,
a failed Bluff check in social interaction makes the target too suspicious
for you to try again in the same circumstances, but you may retry freely on
Bluff checks made to feint in combat. Retries are also allowed when you are
trying to send a message, but you may attempt such a retry only once per
round. Each retry carries the same chance of miscommunication. <p
class=sub><b>Special</b>: A ranger gains a bonus on Bluff checks when using
this skill against a favored enemy (see page 47). The master of a snake
familiar (see the Familiars sidebar, page 52) gains a +3 bonus on Bluff
checks. If you have the Persuasive feat, you get a +2 bonus on Bluff
checks. <p class=sub><b>Synergy</b>: If you have 5 or more ranks in Bluff,
you get a +2 onus on Diplomacy, Intimidate, and Sleight of Hand checks, as
well as on Disguise checks made when you know you're being observed and
you try to act in character."
}, {
id: 3,
name: "Climb",
@@ -139,7 +139,7 @@
untrained: "Yes",
ability_id: 0,
armor_check_penalty: true,
- detail: "Use this skill to scale a cliff, to get to the window on the
second story of a wizard's tower, or to climb out of a pit after
falling through a trapdoor. <p class=sub><b>Check</b>: With a successful
Climb check, you can advance up, down, or across a slope, a wall, or some
other steep incline (or even a ceiling with handholds) at one-quarter your
normal speed. A slope is considered to be any incline at an angle measuring
less than 60 degrees; a wall is any incline at an angle measuring 60
degrees or more. <p class=sub>A Climb check that fails by 4 or less means
that you make no progress, and one that fails by 5 or more means that you
fall from whatever height you have already attained. <p class=sub>A
climber's kit (page 130) gives you a +2 circumstance bonus on Climb
checks. <p class=sub>The DC of the check depends on the conditions of the
climb. Compare the task with those on the following table to determine an
appropriate DC. <table class=box><tr class=header><td>Climb
DC</td><td>Example Surface or Activity</td></tr><tr><td
align=center>0</td><td>A slope too steep to walk up, or a knotted rope with
a wall to brace against.</td></tr><tr><td align=center>5</td><td>A rope
with a wall to brace against, or a knotted rope, or a rope affected by the
rope trick spell.</td></tr><tr><td align=center>10</td><td>A surface with
ledges to hold on to and stand on, such as a very rough wall or a
ship's rigging.</td></tr><tr><td align=center>15</td><td>Any surface
with adequate handholds and footholds (natural or artificial), such as a
very rough natural rock surface or a tree, or an unknotted rope, or pulling
yourself up when dangling by your hands.</td></tr><tr><td
align=center>20</td><td>An uneven surface with some narrow handholds and
footholds, such as a typical wall in a dungeon or ruins.</td></tr><tr><td
align=center>25</td><td>A rough surface, such as a natural rock wall or a
brick wall.</td></tr><tr><td align=center>25</td><td>An overhang or ceiling
with handholds but no footholds.</td></tr><tr><td align=center>-</td><td>A
perfectly smooth, flat, vertical surface cannot be
climbed.</td></tr></table><table class=box><tr><td colspan='2'
class=header>Climb DC </td></tr><tr><td
class=header>Modifier<sup>1</sup></td><td class=header>Example Surface or
Activity</td></tr><tr><td align=center>-10</td><td>Climbing a chimney
(artificial or natural) or other location where you can brace against two
opposite walls (reduces DC by 10).</td></tr><tr><td
align=center>-5</td><td>Climbing a corner where you can brace against
perpendicular walls (reduces DC by 5).</td></tr><tr><td
align=center>+5</td><td>Surface is slippery (increases DC by
5).</td></tr></table><sup>1</sup> These modifiers are cumulative; use any
that apply. <p class=sub>You need both hands free to climb, but you may
cling to a wall with one hand while you cast a spell or take some other
action that requires only one hand. While climbing, you can't move to
avoid a blow, so you lose your Dexterity bonus to AC (if any). You also
can't use a shield while climbing. <p class=sub>Any time you take
damage while climbing, make a Climb check against the DC of the slope or
wall. Failure means you fall from your curreint height and sustain the
appropriate falling damage. (The <i>Dungeon Master's Guide</i> has
information on falling damage.) <p class=sub><i>Accelerated Climbing</i>:
You try to climb more quickly than normal. By accepting a -5 penalty, you
can move half your speed (instead of one-quarter your speed). <p
class=sub><i>Making Your Own Handholds and Footholds</i>: You can make your
own handholds and footholds by pounding pitons into a wall. Doing so takes
1 minute per piton, and one piton is needed per 3 feet of distance. As with
any surface that offers handholds and footholds, a wall with pitons in it
has a DC of 15. In the same way, a climber with a handaxe or similar
implement can cut handholds in an ice wall. <p class=sub><i>Catching
Yourself When Falling</i>: It's practically impossible to catch
yourself on a wall while falling. Make a Climb check (DC = wall's DC +
20) to do so. It's much easier to catch yourself on a slope (DC =
slope's DC + 10). <p class=sub><i>Catching a Falling Character While
Climbing</i>: If someone climbing above you or adjacent to you falls, you
can attempt to catch the falling character if he or she is within your
reach. Doing so requires a successful melee touch attack against the
falling character (though he or she can voluntarily forego any Dexterity
bonus to AC if desired). If you hit, you must immediately attempt a Climb
check (DC = wall's DC + 10). Success indicates that you catch the
falling character, but his or her total weight, including equipment, cannot
exceed your heavy load limit or you automatically fall. If you fail your
Climb check by 4 or less, you fail to stop the character's fall but
don't lose your grip on the wall. If you fail by 5 or more, you fail to
stop the character's fall and begin falling as well. <p
class=sub><b>Action</b>: Climbing is part of movement, so it's
generally part of a move action (and may be combined with other types of
movement in a move action). Each move action that includes any climbing
requires a separate Climb check. Catching yourself or another falling
character doesn't take an action. <p class=sub><b>Special</b>: You can
use a rope to haul a character upward (or lower a character) through sheer
strength. You can lift double your maximum load in this manner. <p
class=sub>A halfling has a +2 racial bonus on Climb checks because
halflings are agile and surefooted. <p class=sub>The master of a lizard
familiar (see the Familiars sidebar, page 52) gains a +3 bonus on Climb
checks. <p class=sub>If you have the Athletic feat, you get a +2 bonus on
Climb checks. <p class=sub>A creature with a climb speed (such as a
monstrous spider, or a character under the effect of a <i>spider climb</i>
spell) has a +8 racial bonus on all Climb checks. The creature must make a
Climb check to climb any wall or slope with a DC higher than 0, but it
always can choose to take 10 (see Checks without Rolls, page 65), even if
rushed or threatened while climbing. If a creature with a climb speed
chooses an accelerated climb (see above), it moves at double its climb
speed (or at its land speed, whichever is slower) and makes a single Climb
check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor
Class (if any) while climbing, and opponents get no special bonus to their
attacks against it. It cannot, however, use the run action while climbing.
<p class=sub><b>Synergy</b>: If you have 5 or more ranks in Use Rope, you
get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a
rope-and-wall combination."
+ detail: "Use this skill to scale a cliff, to get to the window on the
second story of a wizard's tower, or to climb out of a pit after
falling through a trapdoor. <p class=sub><b>Check</b>: With a successful
Climb check, you can advance up, down, or across a slope, a wall, or some
other steep incline (or even a ceiling with handholds) at one-quarter your
normal speed. A slope is considered to be any incline at an angle measuring
less than 60 degrees; a wall is any incline at an angle measuring 60
degrees or more. <p class=sub>A Climb check that fails by 4 or less means
that you make no progress, and one that fails by 5 or more means that you
fall from whatever height you have already attained. <p class=sub>A
climber's kit (page 130) gives you a +2 circumstance bonus on Climb
checks. <p class=sub>The DC of the check depends on the conditions of the
climb. Compare the task with those on the following table to determine an
appropriate DC. <table class=box><tr class=header><td>Climb
DC</td><td>Example Surface or Activity</td></tr><tr class=detail><td
align=center>0</td><td>A slope too steep to walk up, or a knotted rope with
a wall to brace against.</td></tr><tr class=detail><td
align=center>5</td><td>A rope with a wall to brace against, or a knotted
rope, or a rope affected by the rope trick spell.</td></tr><tr
class=detail><td align=center>10</td><td>A surface with ledges to hold on
to and stand on, such as a very rough wall or a ship's
rigging.</td></tr><tr class=detail><td align=center>15</td><td>Any surface
with adequate handholds and footholds (natural or artificial), such as a
very rough natural rock surface or a tree, or an unknotted rope, or pulling
yourself up when dangling by your hands.</td></tr><tr class=detail><td
align=center>20</td><td>An uneven surface with some narrow handholds and
footholds, such as a typical wall in a dungeon or ruins.</td></tr><tr
class=detail><td align=center>25</td><td>A rough surface, such as a natural
rock wall or a brick wall.</td></tr><tr class=detail><td
align=center>25</td><td>An overhang or ceiling with handholds but no
footholds.</td></tr><tr class=detail><td align=center>-</td><td>A perfectly
smooth, flat, vertical surface cannot be climbed.</td></tr></table><table
class=box><tr class=detail><td colspan='2' class=header>Climb DC
</td></tr><tr class=detail><td class=header>Modifier<sup>1</sup></td><td
class=header>Example Surface or Activity</td></tr><tr class=detail><td
align=center>-10</td><td>Climbing a chimney (artificial or natural) or
other location where you can brace against two opposite walls (reduces DC
by 10).</td></tr><tr class=detail><td align=center>-5</td><td>Climbing a
corner where you can brace against perpendicular walls (reduces DC by
5).</td></tr><tr class=detail><td align=center>+5</td><td>Surface is
slippery (increases DC by 5).</td></tr></table><sup>1</sup> These modifiers
are cumulative; use any that apply. <p class=sub>You need both hands free
to climb, but you may cling to a wall with one hand while you cast a spell
or take some other action that requires only one hand. While climbing, you
can't move to avoid a blow, so you lose your Dexterity bonus to AC (if
any). You also can't use a shield while climbing. <p class=sub>Any time
you take damage while climbing, make a Climb check against the DC of the
slope or wall. Failure means you fall from your curreint height and sustain
the appropriate falling damage. (The <i>Dungeon Master's Guide</i> has
information on falling damage.) <p class=sub><i>Accelerated Climbing</i>:
You try to climb more quickly than normal. By accepting a -5 penalty, you
can move half your speed (instead of one-quarter your speed). <p
class=sub><i>Making Your Own Handholds and Footholds</i>: You can make your
own handholds and footholds by pounding pitons into a wall. Doing so takes
1 minute per piton, and one piton is needed per 3 feet of distance. As with
any surface that offers handholds and footholds, a wall with pitons in it
has a DC of 15. In the same way, a climber with a handaxe or similar
implement can cut handholds in an ice wall. <p class=sub><i>Catching
Yourself When Falling</i>: It's practically impossible to catch
yourself on a wall while falling. Make a Climb check (DC = wall's DC +
20) to do so. It's much easier to catch yourself on a slope (DC =
slope's DC + 10). <p class=sub><i>Catching a Falling Character While
Climbing</i>: If someone climbing above you or adjacent to you falls, you
can attempt to catch the falling character if he or she is within your
reach. Doing so requires a successful melee touch attack against the
falling character (though he or she can voluntarily forego any Dexterity
bonus to AC if desired). If you hit, you must immediately attempt a Climb
check (DC = wall's DC + 10). Success indicates that you catch the
falling character, but his or her total weight, including equipment, cannot
exceed your heavy load limit or you automatically fall. If you fail your
Climb check by 4 or less, you fail to stop the character's fall but
don't lose your grip on the wall. If you fail by 5 or more, you fail to
stop the character's fall and begin falling as well. <p
class=sub><b>Action</b>: Climbing is part of movement, so it's
generally part of a move action (and may be combined with other types of
movement in a move action). Each move action that includes any climbing
requires a separate Climb check. Catching yourself or another falling
character doesn't take an action. <p class=sub><b>Special</b>: You can
use a rope to haul a character upward (or lower a character) through sheer
strength. You can lift double your maximum load in this manner. <p
class=sub>A halfling has a +2 racial bonus on Climb checks because
halflings are agile and surefooted. <p class=sub>The master of a lizard
familiar (see the Familiars sidebar, page 52) gains a +3 bonus on Climb
checks. <p class=sub>If you have the Athletic feat, you get a +2 bonus on
Climb checks. <p class=sub>A creature with a climb speed (such as a
monstrous spider, or a character under the effect of a <i>spider climb</i>
spell) has a +8 racial bonus on all Climb checks. The creature must make a
Climb check to climb any wall or slope with a DC higher than 0, but it
always can choose to take 10 (see Checks without Rolls, page 65), even if
rushed or threatened while climbing. If a creature with a climb speed
chooses an accelerated climb (see above), it moves at double its climb
speed (or at its land speed, whichever is slower) and makes a single Climb
check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor
Class (if any) while climbing, and opponents get no special bonus to their
attacks against it. It cannot, however, use the run action while climbing.
<p class=sub><b>Synergy</b>: If you have 5 or more ranks in Use Rope, you
get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a
rope-and-wall combination."
}, {
id: 4,
name: "Concentration",
@@ -147,7 +147,7 @@
synergies: [],
untrained: "Yes",
ability_id: 3,
- detail: "You are particularly good at focusing your mind. <p
class=sub><b>Check</b>: You must make a Concentration check whenever you
might potentially be distracted (by taking damage, by harsh weather, and so
on) while engaged in some action that requires your full attention. Such
actions include casting a spell, concentrating on an active spell (such as
detect magic), directing a spell (such as spiritual weapon), using a
spell-like ability (such as a paladin's remove disease ability), or
using a skill that would provoke an attack of opportunity (such as Disable
Device, Heal, Open Lock, and Use Rope, among others). In general, if an
action wouldn't normally provoke an attack of opportunity, you need not
make a Concentration check to avoid being distracted. <p class=sub>If the
Concentration check succeeds, you may continue with the action as normal.
If the check fails, the action automatically fails and is wasted. If you
were in the process of casting a spell, the spell is lost (see Cast a
Spell, page 140). If you were concentrating on an active spell, the spell
ends as if you had ceased concentrating on it. If you were directing a
spell, the direction fails but the spell remains active. If you were using
a spell-like ability, that use of the ability is lost. A skill use also
fails, and in some cases a failed skill check may have other ramifications
as well. <p class=sub>The table below summarizes various types of
distractions that cause you to make a Concentration check. If the
distraction occurs while you are trying to cast a spell, you must add the
level of the spell you are trying to cast to the appropriate Concentration
DC (See Concentration, page 170, for more information). If more than one
type of distraction is present, make a check for each one; any failed
Concentration check indicates that the task is not completed. <table
class=box> <tr class=header><td>Concentration
DC<sup>1</sup></td><td>Distraction</td></tr><tr><td align=center>10 +
damage dealt</td><td>Damaged during the
action.<sup>2</sup></td></tr><tr><td align=center>10 + half of
continuous</td><td>Taking continuous damage during the damage last dealt
action.<sup>3</sup></td></tr><tr><td>Distracting spell's save
DC</td><td>Distracted by non-damaging spell.<sup>4</sup></td></tr><tr><td
align=center>10</td><td>Vigorous motion (on a moving mount, taking a bouncy
wagon ride, in a small boat in rough water, belowdecks in a storm- tossed
ship).</td></tr><tr><td align=center>15</td><td>Violent motion (on a
galloping horse, taking a very rough wagon ride, in a small boat in rapids,
on the deck of a storm-tossed ship).</td></tr><tr><td
align=center>20</td><td>Extraordinarily violent motion
(earthquake).</td></tr><tr><td
align=center>15</td><td>Entangled.</td></tr><tr><td
align=center>20</td><td>Grappling or pinned. (You can cast only spells
without somatic components for which you have any required material
component in hand.)</td></tr><tr><td align=center>5</td><td>Weather is a
high wind carrying blinding rain or sleet.</td></tr><tr><td
align=center>10</td><td>Weather is wind-driven hail, dust, or
debris.</td></tr><tr><td>Distracting spell's save DC</td><td>Weather
caused by a spell, such as <i>Storm of
Vengeance</i><sup>4</sup>.</td></tr></table><sup>1</sup> If you are trying
to cast, concentrate on, or direct a spell when the distraction occurs, add
the level of the spell to the indicated DC.<br/><sup>2</sup> Such as during
the casting of a spell with a casting time of 1 round or more, or the
execution of an activity that takes more than a single full-round action
(such as Disable Device). Also, damage stemming from an attack of
opportunity or readied attack made in response to the spell being cast (for
spells with a casting time of 1 action) or the action being taken (for
activities requiring no more than a full-round action). (See also
Distracting Spellcasters, page 160.)<br/><sup>3</sup> Such as from
<i>Melf's Acid Arrow</i>.<br/><sup>4</sup> If the spell allows no save,
use the save DC it would have if it did allow a save. <p
class=sub><b>Action</b>: None. Making a Concentration check doesn't
take an action; it is either a free action (when attempted reactively) or
part of another action (when attempted actively). <p class=sub><b>Try
Again</b>: Yes, though a success doesn't cancel the effect of a
previous failure, such as the loss of a spell you were casting or the
disruption of a spell you were concentrating on. <p
class=sub><b>Special</b>: You can use Concentration to cast a spell, use a
spell-like ability, or use a skill defensively, so as to avoid attacks of
opportunity altogether. This doesn't apply to other actions that might
provoke attacks of opportunity (such as movement or loading a crossbow).
The DC of the check is 15 (plus the spell's level, if casting a spell
or using a spell-like ability defensively). If the Concentration check
succeeds, you may attempt the action normally without provoking any attacks
of opportunity. A successful Concentration check still doesn't allow
you to take 10 on another check if you are in a stressful situation; you
must make the check normally. If the Concentration check fails, the related
action also automatically fails (with any appropriate ramifications), and
the action is wasted, just as if your concentration had been disrupted by a
distraction. <p class=sub>A character with the Combat Casting feat gets a
+4 bonus on Concentration checks made to cast a spell or use a spell-like
ability while on the defensive (see page 140) or while grappling or pinned."
+ detail: "You are particularly good at focusing your mind. <p
class=sub><b>Check</b>: You must make a Concentration check whenever you
might potentially be distracted (by taking damage, by harsh weather, and so
on) while engaged in some action that requires your full attention. Such
actions include casting a spell, concentrating on an active spell (such as
detect magic), directing a spell (such as spiritual weapon), using a
spell-like ability (such as a paladin's remove disease ability), or
using a skill that would provoke an attack of opportunity (such as Disable
Device, Heal, Open Lock, and Use Rope, among others). In general, if an
action wouldn't normally provoke an attack of opportunity, you need not
make a Concentration check to avoid being distracted. <p class=sub>If the
Concentration check succeeds, you may continue with the action as normal.
If the check fails, the action automatically fails and is wasted. If you
were in the process of casting a spell, the spell is lost (see Cast a
Spell, page 140). If you were concentrating on an active spell, the spell
ends as if you had ceased concentrating on it. If you were directing a
spell, the direction fails but the spell remains active. If you were using
a spell-like ability, that use of the ability is lost. A skill use also
fails, and in some cases a failed skill check may have other ramifications
as well. <p class=sub>The table below summarizes various types of
distractions that cause you to make a Concentration check. If the
distraction occurs while you are trying to cast a spell, you must add the
level of the spell you are trying to cast to the appropriate Concentration
DC (See Concentration, page 170, for more information). If more than one
type of distraction is present, make a check for each one; any failed
Concentration check indicates that the task is not completed. <table
class=box> <tr class=header><td>Concentration
DC<sup>1</sup></td><td>Distraction</td></tr><tr class=detail><td
align=center>10 + damage dealt</td><td>Damaged during the
action.<sup>2</sup></td></tr><tr class=detail><td align=center>10 + half of
continuous</td><td>Taking continuous damage during the damage last dealt
action.<sup>3</sup></td></tr><tr class=detail><td>Distracting spell's
save DC</td><td>Distracted by non-damaging spell.<sup>4</sup></td></tr><tr
class=detail><td align=center>10</td><td>Vigorous motion (on a moving
mount, taking a bouncy wagon ride, in a small boat in rough water,
belowdecks in a storm- tossed ship).</td></tr><tr class=detail><td
align=center>15</td><td>Violent motion (on a galloping horse, taking a very
rough wagon ride, in a small boat in rapids, on the deck of a storm-tossed
ship).</td></tr><tr class=detail><td
align=center>20</td><td>Extraordinarily violent motion
(earthquake).</td></tr><tr class=detail><td
align=center>15</td><td>Entangled.</td></tr><tr class=detail><td
align=center>20</td><td>Grappling or pinned. (You can cast only spells
without somatic components for which you have any required material
component in hand.)</td></tr><tr class=detail><td
align=center>5</td><td>Weather is a high wind carrying blinding rain or
sleet.</td></tr><tr class=detail><td align=center>10</td><td>Weather is
wind-driven hail, dust, or debris.</td></tr><tr
class=detail><td>Distracting spell's save DC</td><td>Weather caused by
a spell, such as <i>Storm of
Vengeance</i><sup>4</sup>.</td></tr></table><sup>1</sup> If you are trying
to cast, concentrate on, or direct a spell when the distraction occurs, add
the level of the spell to the indicated DC.<br/><sup>2</sup> Such as during
the casting of a spell with a casting time of 1 round or more, or the
execution of an activity that takes more than a single full-round action
(such as Disable Device). Also, damage stemming from an attack of
opportunity or readied attack made in response to the spell being cast (for
spells with a casting time of 1 action) or the action being taken (for
activities requiring no more than a full-round action). (See also
Distracting Spellcasters, page 160.)<br/><sup>3</sup> Such as from
<i>Melf's Acid Arrow</i>.<br/><sup>4</sup> If the spell allows no save,
use the save DC it would have if it did allow a save. <p
class=sub><b>Action</b>: None. Making a Concentration check doesn't
take an action; it is either a free action (when attempted reactively) or
part of another action (when attempted actively). <p class=sub><b>Try
Again</b>: Yes, though a success doesn't cancel the effect of a
previous failure, such as the loss of a spell you were casting or the
disruption of a spell you were concentrating on. <p
class=sub><b>Special</b>: You can use Concentration to cast a spell, use a
spell-like ability, or use a skill defensively, so as to avoid attacks of
opportunity altogether. This doesn't apply to other actions that might
provoke attacks of opportunity (such as movement or loading a crossbow).
The DC of the check is 15 (plus the spell's level, if casting a spell
or using a spell-like ability defensively). If the Concentration check
succeeds, you may attempt the action normally without provoking any attacks
of opportunity. A successful Concentration check still doesn't allow
you to take 10 on another check if you are in a stressful situation; you
must make the check normally. If the Concentration check fails, the related
action also automatically fails (with any appropriate ramifications), and
the action is wasted, just as if your concentration had been disrupted by a
distraction. <p class=sub>A character with the Combat Casting feat gets a
+4 bonus on Concentration checks made to cast a spell or use a spell-like
ability while on the defensive (see page 140) or while grappling or pinned."
}, {
id: 5,
name: "Craft",
@@ -155,7 +155,7 @@
synergies: [],
untrained: "Yes",
ability_id: 2,
- detail: "You are trained in a craft, trade, or art, such as alchemy,
armor-smithing, basketweaving, bookbinding, bowmaking, blacksmithing,
calligraphy, carpentry, cobbling, gemcutting, leatherworking, locksmithing,
painting, pottery, sculpting, shipmaking, stonema-sonry, trapmaking,
weaponsmithing, or weaving. <p class=sub>Like Knowledge, Perform, and
Profession, Craft is actually a number of separate skills. For instance,
you could have the skill Craft (carpentry). Your ranks in that skill
don't affect any Craft (pottery) or Craft (leatherworking) checks you
might make. You could have several Craft skills, each with its own ranks,
each purchased as a separate skill. <p class=sub>A Craft skill is
specifically focused on creating something. If nothing is created by the
endeavor, it probably falls under the heading of a Profession skill (page
80). <p class=sub><b>Check</b>: You can practice your trade and make a
decent living, earning about half your check result in gold pieces per week
of dedicated work. You know how to use the tools of your trade, how to
perform the craft's daily tasks, how to supervise untrained helpers,
and how to handle common problems. (Untrained laborers and assistants earn
an average of 1 silver piece per day.) <p class=sub>The basic function of
the Craft skill, however, is to allow you to make an item of the
appropriate type. The DC depends on the complexity of the item to be
created. The DC, your check results, and the price of the item determine
how long it takes to make a particular item. (In the game world, is it the
skill level required, the time required, and the raw materials required
that determine an item's price.) <p class=sub>In some cases, the
<i>fabricate</i> spell(page 229) can be used to achieve the results of a
Craft check with no actual check involved. However, you must make an
appropriate Craft check when using the spell to make articles requiring a
high degree of craftsmanship (jewelry, swords, glass, crystal, and so
forth). <p class=sub>A successful Craft check related to woodworking in
conjunction with the casting of the <i>ironwood</i> spell (page 246)
enables you to make wooden items that have the strength of steel. <p
class=sub>When casting the spell <i>minor creation</i> (page 253), you must
succeed on an appropriate Craft check to make a complex item. For instance,
a successful Craft (bowmaking) check might be required to make straight
arrow shafts. <p class=sub>All crafts require artisan's tools (page
129) to give the best chance of success. If improvised tools are used, the
check is made with a -2 circumstance penalty. On the other hand, masterwork
artisan's tools provide a +2 circumstance bonus on the check. <p
class=sub>To determine how much time and money it takes to make an item,
follow these steps.<ol><li>Find the item's price in Chapter 7:
Equipment of this book or in the <i>Dungeon Master's Guide</i>, or have
the DM set the price for an item not otherwise described. Put the price in
silver pieces (1 gp = 10 sp). <li>Find the DC from the table below, or have
the DM set one. <li>Pay one-third of the item's price for the cost of
raw materials. <li>Make an appropriate Craft check representing one
week's work. If the check succeeds, multiply your check result by the
DC. If the result x the DC equals the price of the item in sp, then you
have completed the item. (If the result x the DC equals double or triple
the price of the item in silver pieces, then you've completed the task
in one-half or one-third of the time. Other multiples of the DC reduce the
time in the same manner.) If the result x the DC doesn't equal the
price, then it represents the progress you've made this week. Record
the result and make a new Craft check for the next week. Each week, you
make more progress until your total reaches the price of the item in silver
pieces. </ol><p class=sub>If you fail a check by 4 or less, you make no
progress this week. If you fail by 5 or more, you ruin half the raw
materials and have to pay half the original raw material cost again. <p
class=sub><i>Progress by the Day</i>: You can make checks by the day
instead of by the week. In this case your progress (check result x DC) is
in copper pieces instead of silver pieces. <p class=sub><i>Creating
Masterwork Items</i>: You can make a masterwork item--a weapon, suit of
armor, shield, or tool that conveys a bonus on its use through its
exceptional craftsmanship, not through being magical. To create a
masterwork item, you create the masterwork component as if it were a
separate item in addition to the standard item. The masterwork component
has its own price (300 gp for a weapon or 150 gp for a suit of armor or a
shield) and a Craft DC of 20. Once both the standard component and the
masterwork component are completed, the masterwork item is finished. Note:
The cost you pay for the masterwork component is one-third of the given
amount, just as it is for the cost in raw materials. <p
class=sub><i>Repairing Items</i>: Generally, you can repair an item by
making checks against the same DC that it took to make the item in the
first place. The cost of repairing an item is one-fifth of the item's
price. <p class=sub>When you use the Craft skill to make a particular sort
of item, the DC for checks involving the creation of that item are
typically as given on the following table. <table><tr><td
class=header>Item</td><td class=header>Craft Skill</td><td
class=header>Craft
DC</td></tr><tr><td>Acid</td><td>Alchemy<sup>1</sup></td><td>15</td></tr><tr><td>Alchemist's
fire, smokestick, or
tindertwig</td><td>Alchemy<sup>1</sup></td><td>20</td></tr><tr><td>Antitoxin,
sunrod, tanglefoot bag, or
thunderstone</td><td>Alchemy<sup>1</sup></td><td>25</td></tr><tr><td>Armor
or shield</td><td>Armorsmithing</td><td>10 + AC bonus</td></tr>
<tr><td>Longbow or shortbow</td><td>Bowmaking</td><td>12</td></tr>
<tr><td>Composite longbow or composite
shortbow</td><td>Bowmaking</td><td>15</td></tr> <tr><td>Composite longbow
or composite shortbow with high strength rating</td><td>Bowmaking 15 + (2
x
rating)</td></tr><tr><td>Crossbow</td><td>Weaponsmithing</td><td>15</td></tr>
<tr><td>Simple melee or thrown
weapon</td><td>Weaponsmithing</td><td>12</td></tr> <tr><td>Martial melee or
thrown weapon</td><td>Weaponsmithing</td><td>15</td></tr> <tr><td>Exotic
melee or thrown weapon</td><td>Weaponsmithing</td><td>18</td></tr>
<tr><td>Mechanical
trap</td><td>Trapmaking</td><td>Varies<sup>2</sup></td></tr><tr><td>Very
simple item (wooden spoon)</td><td>Varies</td><td>5</td></tr>
<tr><td>Typical item (iron pot)</td><td>Varies</td><td>10</td></tr>
<tr><td>High-quality item (bell)</td><td>Varies</td><td>15</td></tr>
<tr><td>Complex or superior item (lock)</td><td>Varies</td><td>20</td>
</tr></table><sup>1</sup> You must be a spellcaster to craft any of these
items.<br/> <sup>2</sup> Chapter 3 of the <i>Dungeon Master's Guide</i>
contains a set of rules for how to construct traps. <p
class=sub><b>Action</b>: Does not apply. Craft checks are made by the day
or week (see above). <p class=sub><b>Try Again</b>: Yes, but each time you
miss by 5 or more, you ruin half the raw materials and have to pay half the
original raw material cost again. <p class=sub><b>Special</b>: A dwarf has
a +2 racial bonus on Craft checks that are related to stone or metal,
because dwarves are especially capable with stonework and metalwork. <p
class=sub>A gnome has a +2 racial bonus on Craft (alchemy) checks because
gnomes have sensitive noses. <p class=sub>You may voluntarily add +10 to
the indicated DC to craft an item. This allows you to create the item more
quickly (since you'll be multiplying this higher DC by your Craft check
result to determine progress). You must decide whether to increase the DC
before you make each weekly or daily check. <p class=sub>To make an item
using Craft (alchemy), you must have alchemical equipment and be a
spellcaster. If you are working in a city, you can buy what you need as
part of the raw materials cost to make the item, but alchemical equipment
is difficult or impossible to come by in some places. Purchasing and
maintaining an alchemist's lab grants (page 129) a +2 circumstance
bonus on <p class=sub>Craft (alchemy) checks because you have the perfect
tools for the job, but it does not affect the cost of any items made using
the skill. <p class=sub><b>Synergy</b>: If you have 5 ranks in a Craft
skill, you get a +2 bonus on Appraise checks related to items made with
that Craft skill."
+ detail: "You are trained in a craft, trade, or art, such as alchemy,
armor-smithing, basketweaving, bookbinding, bowmaking, blacksmithing,
calligraphy, carpentry, cobbling, gemcutting, leatherworking, locksmithing,
painting, pottery, sculpting, shipmaking, stonema-sonry, trapmaking,
weaponsmithing, or weaving. <p class=sub>Like Knowledge, Perform, and
Profession, Craft is actually a number of separate skills. For instance,
you could have the skill Craft (carpentry). Your ranks in that skill
don't affect any Craft (pottery) or Craft (leatherworking) checks you
might make. You could have several Craft skills, each with its own ranks,
each purchased as a separate skill. <p class=sub>A Craft skill is
specifically focused on creating something. If nothing is created by the
endeavor, it probably falls under the heading of a Profession skill (page
80). <p class=sub><b>Check</b>: You can practice your trade and make a
decent living, earning about half your check result in gold pieces per week
of dedicated work. You know how to use the tools of your trade, how to
perform the craft's daily tasks, how to supervise untrained helpers,
and how to handle common problems. (Untrained laborers and assistants earn
an average of 1 silver piece per day.) <p class=sub>The basic function of
the Craft skill, however, is to allow you to make an item of the
appropriate type. The DC depends on the complexity of the item to be
created. The DC, your check results, and the price of the item determine
how long it takes to make a particular item. (In the game world, is it the
skill level required, the time required, and the raw materials required
that determine an item's price.) <p class=sub>In some cases, the
<i>fabricate</i> spell(page 229) can be used to achieve the results of a
Craft check with no actual check involved. However, you must make an
appropriate Craft check when using the spell to make articles requiring a
high degree of craftsmanship (jewelry, swords, glass, crystal, and so
forth). <p class=sub>A successful Craft check related to woodworking in
conjunction with the casting of the <i>ironwood</i> spell (page 246)
enables you to make wooden items that have the strength of steel. <p
class=sub>When casting the spell <i>minor creation</i> (page 253), you must
succeed on an appropriate Craft check to make a complex item. For instance,
a successful Craft (bowmaking) check might be required to make straight
arrow shafts. <p class=sub>All crafts require artisan's tools (page
129) to give the best chance of success. If improvised tools are used, the
check is made with a -2 circumstance penalty. On the other hand, masterwork
artisan's tools provide a +2 circumstance bonus on the check. <p
class=sub>To determine how much time and money it takes to make an item,
follow these steps.<ol><li>Find the item's price in Chapter 7:
Equipment of this book or in the <i>Dungeon Master's Guide</i>, or have
the DM set the price for an item not otherwise described. Put the price in
silver pieces (1 gp = 10 sp). <li>Find the DC from the table below, or have
the DM set one. <li>Pay one-third of the item's price for the cost of
raw materials. <li>Make an appropriate Craft check representing one
week's work. If the check succeeds, multiply your check result by the
DC. If the result x the DC equals the price of the item in sp, then you
have completed the item. (If the result x the DC equals double or triple
the price of the item in silver pieces, then you've completed the task
in one-half or one-third of the time. Other multiples of the DC reduce the
time in the same manner.) If the result x the DC doesn't equal the
price, then it represents the progress you've made this week. Record
the result and make a new Craft check for the next week. Each week, you
make more progress until your total reaches the price of the item in silver
pieces. </ol><p class=sub>If you fail a check by 4 or less, you make no
progress this week. If you fail by 5 or more, you ruin half the raw
materials and have to pay half the original raw material cost again. <p
class=sub><i>Progress by the Day</i>: You can make checks by the day
instead of by the week. In this case your progress (check result x DC) is
in copper pieces instead of silver pieces. <p class=sub><i>Creating
Masterwork Items</i>: You can make a masterwork item--a weapon, suit of
armor, shield, or tool that conveys a bonus on its use through its
exceptional craftsmanship, not through being magical. To create a
masterwork item, you create the masterwork component as if it were a
separate item in addition to the standard item. The masterwork component
has its own price (300 gp for a weapon or 150 gp for a suit of armor or a
shield) and a Craft DC of 20. Once both the standard component and the
masterwork component are completed, the masterwork item is finished. Note:
The cost you pay for the masterwork component is one-third of the given
amount, just as it is for the cost in raw materials. <p
class=sub><i>Repairing Items</i>: Generally, you can repair an item by
making checks against the same DC that it took to make the item in the
first place. The cost of repairing an item is one-fifth of the item's
price. <p class=sub>When you use the Craft skill to make a particular sort
of item, the DC for checks involving the creation of that item are
typically as given on the following table. <table><tr class=detail><td
class=header>Item</td><td class=header>Craft Skill</td><td
class=header>Craft DC</td></tr><tr
class=detail><td>Acid</td><td>Alchemy<sup>1</sup></td><td>15</td></tr><tr
class=detail><td>Alchemist's fire, smokestick, or
tindertwig</td><td>Alchemy<sup>1</sup></td><td>20</td></tr><tr
class=detail><td>Antitoxin, sunrod, tanglefoot bag, or
thunderstone</td><td>Alchemy<sup>1</sup></td><td>25</td></tr><tr
class=detail><td>Armor or shield</td><td>Armorsmithing</td><td>10 + AC
bonus</td></tr> <tr class=detail><td>Longbow or
shortbow</td><td>Bowmaking</td><td>12</td></tr> <tr
class=detail><td>Composite longbow or composite
shortbow</td><td>Bowmaking</td><td>15</td></tr> <tr
class=detail><td>Composite longbow or composite shortbow with high strength
rating</td><td>Bowmaking 15 + (2 x rating)</td></tr><tr
class=detail><td>Crossbow</td><td>Weaponsmithing</td><td>15</td></tr> <tr
class=detail><td>Simple melee or thrown
weapon</td><td>Weaponsmithing</td><td>12</td></tr> <tr
class=detail><td>Martial melee or thrown
weapon</td><td>Weaponsmithing</td><td>15</td></tr> <tr
class=detail><td>Exotic melee or thrown
weapon</td><td>Weaponsmithing</td><td>18</td></tr> <tr
class=detail><td>Mechanical
trap</td><td>Trapmaking</td><td>Varies<sup>2</sup></td></tr><tr
class=detail><td>Very simple item (wooden
spoon)</td><td>Varies</td><td>5</td></tr> <tr class=detail><td>Typical item
(iron pot)</td><td>Varies</td><td>10</td></tr> <tr
class=detail><td>High-quality item
(bell)</td><td>Varies</td><td>15</td></tr> <tr class=detail><td>Complex or
superior item (lock)</td><td>Varies</td><td>20</td>
</tr></table><sup>1</sup> You must be a spellcaster to craft any of these
items.<br/> <sup>2</sup> Chapter 3 of the <i>Dungeon Master's Guide</i>
contains a set of rules for how to construct traps. <p
class=sub><b>Action</b>: Does not apply. Craft checks are made by the day
or week (see above). <p class=sub><b>Try Again</b>: Yes, but each time you
miss by 5 or more, you ruin half the raw materials and have to pay half the
original raw material cost again. <p class=sub><b>Special</b>: A dwarf has
a +2 racial bonus on Craft checks that are related to stone or metal,
because dwarves are especially capable with stonework and metalwork. <p
class=sub>A gnome has a +2 racial bonus on Craft (alchemy) checks because
gnomes have sensitive noses. <p class=sub>You may voluntarily add +10 to
the indicated DC to craft an item. This allows you to create the item more
quickly (since you'll be multiplying this higher DC by your Craft check
result to determine progress). You must decide whether to increase the DC
before you make each weekly or daily check. <p class=sub>To make an item
using Craft (alchemy), you must have alchemical equipment and be a
spellcaster. If you are working in a city, you can buy what you need as
part of the raw materials cost to make the item, but alchemical equipment
is difficult or impossible to come by in some places. Purchasing and
maintaining an alchemist's lab grants (page 129) a +2 circumstance
bonus on <p class=sub>Craft (alchemy) checks because you have the perfect
tools for the job, but it does not affect the cost of any items made using
the skill. <p class=sub><b>Synergy</b>: If you have 5 ranks in a Craft
skill, you get a +2 bonus on Appraise checks related to items made with
that Craft skill."
}, {
id: 6,
name: "Decipher Script",
@@ -189,7 +189,7 @@
},
untrained: "No",
ability_id: 2,
- detail: "<p class=sub>Use this skill to disarm a trap, jam a lock (in
either the open or closed position), or rig a wagon wheel to fall off. You
can examine a fairly simple or fairly small mechanical device and disable
it. The effort requires at least a simple tool of the appropriate sort (a
pick, pry bar, saw, file, etc.). Attempting a Disable Device check without
a set of thieves’ tools (page 130) carries a -2 circumstance penalty,
even if a simple tool is employed. The use of masterwork thieves’ tools
enables you to make the check with a +2 circumstance bonus. <p
class=sub><b>Check</b>: Your DM makes the Disable Device check for you
secretly, so that you don’t necessarily know whether you’ve succeeded.
The DC depends on how tricky the device is. Disabling (or rigging or
jamming) a fairly simple device has a DC of 10; more intricate and complex
devices have higher DCs. <p class=sub>If the check succeeds, you disable
the device. If it fails by 4 or less, you have failed but can try again. If
you fail by 5 or more, something goes wrong. If the device is a trap, you
spring it. If you’re attempting some sort of sabotage, you think the
device is disabled, but it still works normally. <p class=sub>You also can
rig simple devices such as saddles or wagon wheels to work normally for a
while and then fail or fall off some time later (usually after 1d4 rounds
or minutes of use). <table><tr><td>Device</td><td>Time</td><td>Disable
Device </sup></td><td>Example</td></tr> <tr><td>Simple</td><td>1
round</td><td>10</td><td>Jam a lock</td></tr><tr><td>Tricky</td><td>1d4
rounds</td><td>15</td><td>Sabotage a wagon
wheel</td></tr><tr><td>Difficult</td><td>2d4
rounds</td><td>20</td><td>Disarm a trap, reset a
trap</td></tr><tr><td>Wicked</td><td>2d4 rounds</td><td>25</td><td>Disarm a
complex trap, cleverly sabotage a clockwork device</td></tr><sup>1</sup> If
you attempt to leave behind no trace of your tampering, add 5 to the DC. <p
class=sub><b>Action</b>: The amount of time needed to make a Disable Device
check depends on the task, as noted above. Disabling a simple device takes
1 round and is a full-round action. An intricate or complex device requires
1d4 or 2d4 rounds. <p class=sub><b>Try Again</b>: Varies. You can retry if
you have missed the check by 4 or less, though you must be aware that you
have failed in order to try again. <p class=sub><b>Special</b>: If you have
the Nimble Fingers feat, you get a +2 bonus on Disable Device checks. <p
class=sub>A rogue who beats a trap’s DC by 10 or more can study the trap,
figure out how it works, and bypass it (along with her companions) without
disarming it. <p class=sub><b>Restriction</b>: Rogues (and other characters
with the trapfinding class feature) can disarm magic traps. A magic trap
generally has a DC of 25 + the spell level of the magic used to create it.
For instance, disarming a trap set by the casting of <i>explosive runes</i>
has a AC of 28 because explosive runes is a 3rd-level spell. <p
class=sub>The spells <i>fire trap</i>, <i>glyph of warding</i>,
<i>symbol</i>, and <i>teleportation circle</i> also create traps that a
rogue can disarm with a successful Disable Device check. <i>Spike
growth</i> and <i>spike stones</i>, however, create magic traps against
which Disable Device checks do not succeed. See the individual spell
descriptions in Chapter 11: Spells for details."
+ detail: "<p class=sub>Use this skill to disarm a trap, jam a lock (in
either the open or closed position), or rig a wagon wheel to fall off. You
can examine a fairly simple or fairly small mechanical device and disable
it. The effort requires at least a simple tool of the appropriate sort (a
pick, pry bar, saw, file, etc.). Attempting a Disable Device check without
a set of thieves’ tools (page 130) carries a -2 circumstance penalty,
even if a simple tool is employed. The use of masterwork thieves’ tools
enables you to make the check with a +2 circumstance bonus. <p
class=sub><b>Check</b>: Your DM makes the Disable Device check for you
secretly, so that you don’t necessarily know whether you’ve succeeded.
The DC depends on how tricky the device is. Disabling (or rigging or
jamming) a fairly simple device has a DC of 10; more intricate and complex
devices have higher DCs. <p class=sub>If the check succeeds, you disable
the device. If it fails by 4 or less, you have failed but can try again. If
you fail by 5 or more, something goes wrong. If the device is a trap, you
spring it. If you’re attempting some sort of sabotage, you think the
device is disabled, but it still works normally. <p class=sub>You also can
rig simple devices such as saddles or wagon wheels to work normally for a
while and then fail or fall off some time later (usually after 1d4 rounds
or minutes of use). <table><tr
class=detail><td>Device</td><td>Time</td><td>Disable Device
</sup></td><td>Example</td></tr> <tr class=detail><td>Simple</td><td>1
round</td><td>10</td><td>Jam a lock</td></tr><tr
class=detail><td>Tricky</td><td>1d4 rounds</td><td>15</td><td>Sabotage a
wagon wheel</td></tr><tr class=detail><td>Difficult</td><td>2d4
rounds</td><td>20</td><td>Disarm a trap, reset a trap</td></tr><tr
class=detail><td>Wicked</td><td>2d4 rounds</td><td>25</td><td>Disarm a
complex trap, cleverly sabotage a clockwork device</td></tr><sup>1</sup> If
you attempt to leave behind no trace of your tampering, add 5 to the DC. <p
class=sub><b>Action</b>: The amount of time needed to make a Disable Device
check depends on the task, as noted above. Disabling a simple device takes
1 round and is a full-round action. An intricate or complex device requires
1d4 or 2d4 rounds. <p class=sub><b>Try Again</b>: Varies. You can retry if
you have missed the check by 4 or less, though you must be aware that you
have failed in order to try again. <p class=sub><b>Special</b>: If you have
the Nimble Fingers feat, you get a +2 bonus on Disable Device checks. <p
class=sub>A rogue who beats a trap’s DC by 10 or more can study the trap,
figure out how it works, and bypass it (along with her companions) without
disarming it. <p class=sub><b>Restriction</b>: Rogues (and other characters
with the trapfinding class feature) can disarm magic traps. A magic trap
generally has a DC of 25 + the spell level of the magic used to create it.
For instance, disarming a trap set by the casting of <i>explosive runes</i>
has a AC of 28 because explosive runes is a 3rd-level spell. <p
class=sub>The spells <i>fire trap</i>, <i>glyph of warding</i>,
<i>symbol</i>, and <i>teleportation circle</i> also create traps that a
rogue can disarm with a successful Disable Device check. <i>Spike
growth</i> and <i>spike stones</i>, however, create magic traps against
which Disable Device checks do not succeed. See the individual spell
descriptions in Chapter 11: Spells for details."
}, {
id: 9,
name: "Disguise",
@@ -200,7 +200,7 @@
},
untrained: "Yes",
ability_id: 4,
- detail: "Use this skill to change your appearance or someone
else's. The effort requires at least a few props, some makeup, and some
time. The use of a disguise kit (page 130) provides a +2 circumstance bonus
to a Disguise check. A disguise can include an apparent change of height or
weight of no more than one-tenth the original. <p class=sub>You can also
use Disguise to impersonate people, either individuals or types. For
example, you might, with little or no actual disguise, make yourself seem
like a traveller even if you're a local. <p class=sub>Check: Your
Disguise check result determines how good the disguise is, and it is
opposed by others' Spot check results. If you don't draw any
attention to yourself, others do not get to make Spot checks. If you come
to the attention of people who are suspicious (such as a guard who is
watching commoners walking through a city gate), the DM can assume that
such observers are taking 10 on their Spot checks. <p class=sub>The
effectiveness of your disguise depends in part on how much you're
attempting to change your appearance.<table><tr><td
class=header>Disguise</td><td class=header>Disguise Check
Modifier</td></tr><tr><td>Minor details
only</td><td>+5</td></tr><tr><td>Disguised as different
gender<sup>1</sup></td><td>-2</td></tr><tr><td>Disguised as different
race<sup>1</sup></td><td>-2</td></tr><tr><td>Disguised as different age
category<sup>1</sup></td><td>-2<sup>2</sup></td></tr></table><sup>1</sup>
These modifiers are cumulative; use any that apply.<br/><sup>2</sup> Per
step of difference between your actual age category and your disguised age
category. The steps are: young (younger than adulthood), adulthood, middle
age, old, and venerable. <p class=sub>If you are impersonating a particular
individual, those who know what that person looks like get a bonus on their
Spot checks according to the table below. Furthermore, they are
automatically considered to be suspicious of you, so opposed checks are
always called for. <table><tr><td class=header>Familiarity</td><td
class=header>Viewer's Spot Check Bonus</td></tr><tr><td>Recognizes on
sight</td><td>+4</td></tr><tr><td>Friends or
associates</td><td>+6</td></tr> <tr><td>Close
friends</td><td>+8</td></tr><tr><td>Intimate</td><td>+10</td></tr></table><p
class=sub>Usually, an individual makes a Spot check to see through your
disguise immediately upon meeting you and each hour thereafter. If you
casually meet many different creatures, each for a short time, check once
per day or hour, using an average Spot modifier for the group. For example,
if you are trying to pass for a merchant at a bazaar, the DM can make one
Spot check per hour for the people you encounter, using a +1 bonus on the
check to represent the average for the crowd (most people with no Spot
ranks and a few with good Spot modifiers). <p class=sub><b>Action</b>:
Creating a disguise requires 1d3×10 minutes of work. <p class=sub><b>Try
Again</b>: Yes. You may try to redo a failed disguise, but once others know
that a disguise was attempted, they'll be more suspicious. <p
class=sub><b>Special</b>: Magic that alters your form, such as <i>alter
self</i>, <i>disguise self</i>, <i>polymorph</i>, or <i>shapechange</i>,
grants you a +10 bonus on Disguise checks (see the individual spell
descriptions in Chapter 11: Spells). You must succeed on a Disguise check
with a +10 bonus to duplicate the appearance of a specific individual using
the veil spell. Divination magic that allows people to see through
illusions (such as true seeing) does not penetrate a mundane disguise, but
it can negate the magical component of a magically enhanced one. <p
class=sub>You must make a Disguise check when you cast a simulacrum spell
(page 279), to determine how good the likeness is. <p class=sub>If you have
the Deceptive feat, you get a +2 bonus on Disguise checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Bluff, you get a
+2 bonus on Disguise checks when you know that you're being observed
and you try to act in character."
+ detail: "Use this skill to change your appearance or someone
else's. The effort requires at least a few props, some makeup, and some
time. The use of a disguise kit (page 130) provides a +2 circumstance bonus
to a Disguise check. A disguise can include an apparent change of height or
weight of no more than one-tenth the original. <p class=sub>You can also
use Disguise to impersonate people, either individuals or types. For
example, you might, with little or no actual disguise, make yourself seem
like a traveller even if you're a local. <p class=sub>Check: Your
Disguise check result determines how good the disguise is, and it is
opposed by others' Spot check results. If you don't draw any
attention to yourself, others do not get to make Spot checks. If you come
to the attention of people who are suspicious (such as a guard who is
watching commoners walking through a city gate), the DM can assume that
such observers are taking 10 on their Spot checks. <p class=sub>The
effectiveness of your disguise depends in part on how much you're
attempting to change your appearance.<table><tr class=detail><td
class=header>Disguise</td><td class=header>Disguise Check
Modifier</td></tr><tr class=detail><td>Minor details
only</td><td>+5</td></tr><tr class=detail><td>Disguised as different
gender<sup>1</sup></td><td>-2</td></tr><tr class=detail><td>Disguised as
different race<sup>1</sup></td><td>-2</td></tr><tr
class=detail><td>Disguised as different age
category<sup>1</sup></td><td>-2<sup>2</sup></td></tr></table><sup>1</sup>
These modifiers are cumulative; use any that apply.<br/><sup>2</sup> Per
step of difference between your actual age category and your disguised age
category. The steps are: young (younger than adulthood), adulthood, middle
age, old, and venerable. <p class=sub>If you are impersonating a particular
individual, those who know what that person looks like get a bonus on their
Spot checks according to the table below. Furthermore, they are
automatically considered to be suspicious of you, so opposed checks are
always called for. <table><tr class=detail><td
class=header>Familiarity</td><td class=header>Viewer's Spot Check
Bonus</td></tr><tr class=detail><td>Recognizes on
sight</td><td>+4</td></tr><tr class=detail><td>Friends or
associates</td><td>+6</td></tr> <tr class=detail><td>Close
friends</td><td>+8</td></tr><tr
class=detail><td>Intimate</td><td>+10</td></tr></table><p
class=sub>Usually, an individual makes a Spot check to see through your
disguise immediately upon meeting you and each hour thereafter. If you
casually meet many different creatures, each for a short time, check once
per day or hour, using an average Spot modifier for the group. For example,
if you are trying to pass for a merchant at a bazaar, the DM can make one
Spot check per hour for the people you encounter, using a +1 bonus on the
check to represent the average for the crowd (most people with no Spot
ranks and a few with good Spot modifiers). <p class=sub><b>Action</b>:
Creating a disguise requires 1d3×10 minutes of work. <p class=sub><b>Try
Again</b>: Yes. You may try to redo a failed disguise, but once others know
that a disguise was attempted, they'll be more suspicious. <p
class=sub><b>Special</b>: Magic that alters your form, such as <i>alter
self</i>, <i>disguise self</i>, <i>polymorph</i>, or <i>shapechange</i>,
grants you a +10 bonus on Disguise checks (see the individual spell
descriptions in Chapter 11: Spells). You must succeed on a Disguise check
with a +10 bonus to duplicate the appearance of a specific individual using
the veil spell. Divination magic that allows people to see through
illusions (such as true seeing) does not penetrate a mundane disguise, but
it can negate the magical component of a magically enhanced one. <p
class=sub>You must make a Disguise check when you cast a simulacrum spell
(page 279), to determine how good the likeness is. <p class=sub>If you have
the Deceptive feat, you get a +2 bonus on Disguise checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Bluff, you get a
+2 bonus on Disguise checks when you know that you're being observed
and you try to act in character."
}, {
id: 10,
name: "Escape Artist",
@@ -212,7 +212,7 @@
},
untrained: "Yes",
ability_id: 1,
- detail: "Use this skill to slip out of bonds or manacles, wriggle
through tight spaces, or escape the grip of a monster that grapples you. <p
class=sub><b>Check</b>: The table below gives the DCs to escape various
forms of restraints. <p class=sub><i>Ropes</i>: Your Escape Artist check is
opposed by the binder's Use Rope check. Since it's easier to tie
someone up than to escape from being tied up, the binder gets a +10 bonus
on his or her check. <p class=sub><i>Manacles and Masterwork Manacles</i>:
The DC for manacles is set by their construction. <p class=sub><i>Tight
Space</i>: The DC noted on the table is for getting through a space where
your head fits but your shoulders don't. If the space is long, such as
a chimney, the DM may call for multiple checks. You can't get through a
space that your head does not fit through. <p class=sub><i>Grappler</i>:
You can make an Escape Artist check opposed by your enemy's grapple
check to get out of a grapple or out of a pinned condition (so that
you're only grappling). See Escape from Grapple under If You're
Grappling, page 156. <table> <tr><td class=sub>Restraint</td><td
class=sub>Escape Artist DC</td></tr><tr><td>Ropes</td><td>Binder's Use
Rope check at +10</td></tr><tr><td>Net, <i>animate rope</i> spell,
<i>command plants</i> spell, <i>control plants</i> spell, or
<i>entangle</i> spell</td><td>20</td></tr><tr><td>Snare
spell</td><td>23</td></tr><tr><td>Manacles</td><td>30</td></tr><tr><td>Tight
space</td><td>30</td></tr><tr><td>Masterwork
manacles</td><td>35</td></tr><tr><td>Grappler</td><td>Grappler's
grapple check result</td></tr></table><p class=sub><b>Action</b>: Making an
Escape Artist check to escape from rope bindings, manacles, or other
restraints (except a grappler) requires 1 minute of work. Escaping from a
net or an animate rope, command plants, control plants, or entangle
spell is a full-round action. Escaping from a grapple or pin is a standard
action. Squeezing through a tight space takes at least 1 minute, maybe
longer, depending on how long the space is. <p class=sub><b>Try Again</b>:
Varies. You can make another check after a failed check if you're
squeezing your way through a tight space, making multiple checks. If the
situation permits, you can make additional checks, or even take 20, as long
as you're not being actively opposed. <p class=sub><b>Special</b>: If
you have the Agile feat, you get a +2 bonus on Escape Artist checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Escape Artist, you
get a +2 bonus on Use Rope checks to bind someone. <p class=sub>If you have
5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks
when escaping from rope bonds."
+ detail: "Use this skill to slip out of bonds or manacles, wriggle
through tight spaces, or escape the grip of a monster that grapples you. <p
class=sub><b>Check</b>: The table below gives the DCs to escape various
forms of restraints. <p class=sub><i>Ropes</i>: Your Escape Artist check is
opposed by the binder's Use Rope check. Since it's easier to tie
someone up than to escape from being tied up, the binder gets a +10 bonus
on his or her check. <p class=sub><i>Manacles and Masterwork Manacles</i>:
The DC for manacles is set by their construction. <p class=sub><i>Tight
Space</i>: The DC noted on the table is for getting through a space where
your head fits but your shoulders don't. If the space is long, such as
a chimney, the DM may call for multiple checks. You can't get through a
space that your head does not fit through. <p class=sub><i>Grappler</i>:
You can make an Escape Artist check opposed by your enemy's grapple
check to get out of a grapple or out of a pinned condition (so that
you're only grappling). See Escape from Grapple under If You're
Grappling, page 156. <table> <tr class=detail><td
class=sub>Restraint</td><td class=sub>Escape Artist DC</td></tr><tr
class=detail><td>Ropes</td><td>Binder's Use Rope check at
+10</td></tr><tr class=detail><td>Net, <i>animate rope</i> spell,
<i>command plants</i> spell, <i>control plants</i> spell, or
<i>entangle</i> spell</td><td>20</td></tr><tr class=detail><td>Snare
spell</td><td>23</td></tr><tr
class=detail><td>Manacles</td><td>30</td></tr><tr class=detail><td>Tight
space</td><td>30</td></tr><tr class=detail><td>Masterwork
manacles</td><td>35</td></tr><tr
class=detail><td>Grappler</td><td>Grappler's grapple check
result</td></tr></table><p class=sub><b>Action</b>: Making an Escape Artist
check to escape from rope bindings, manacles, or other restraints (except a
grappler) requires 1 minute of work. Escaping from a net or an animate
rope, command plants, control plants, or entangle spell is a full-round
action. Escaping from a grapple or pin is a standard action. Squeezing
through a tight space takes at least 1 minute, maybe longer, depending on
how long the space is. <p class=sub><b>Try Again</b>: Varies. You can make
another check after a failed check if you're squeezing your way through
a tight space, making multiple checks. If the situation permits, you can
make additional checks, or even take 20, as long as you're not being
actively opposed. <p class=sub><b>Special</b>: If you have the Agile feat,
you get a +2 bonus on Escape Artist checks. <p class=sub><b>Synergy</b>: If
you have 5 or more ranks in Escape Artist, you get a +2 bonus on Use Rope
checks to bind someone. <p class=sub>If you have 5 or more ranks in Use
Rope, you get a +2 bonus on Escape Artist checks when escaping from rope
bonds."
}, {
id: 11,
name: "Forgery",
@@ -223,7 +223,7 @@
},
untrained: "Yes",
ability_id: 2,
- detail: "Use this skill to fake a written order from the duchess
instructing a jailer to release prisoners, to create an authentic-looking
treasure map, or to detect forgeries that others try to pass off.<p
class=sub></p><b>Check</b>: Forgery requires writing materials appropriate
to the document being forged, enough light or sufficient visual acuity to
see the details of what you're writing, wax for seals (if appropriate),
and some time. To forge a document on which the handwriting is not specific
to a person (military orders, a government decree, a business ledger, or
the like), you need only to have seen a similar document before, and you
gain a +8 bonus on your check. To forge a signature, you need an autograph
of that person to copy, and you gain a +4 bonus on the check. To forge a
longer document written in the hand of some particular person, a large
sample of that person's handwriting is needed. <p class=sub>Your DM
makes your Forgery check secretly, so that you're not sure how good
your forgery is. As with Disguise, you don't even need to make a check
until someone examines the work. Your Forgery check is opposed by the
Forgery check of the person who examines the document to check its
authenticity. The examiner gains modifiers on his or her check if any of
the conditions on the table below exist. <table><tr><td
class=header>Condition</td><td class=header>Reader's Forgery Check
Modifier</td></tr><tr><td>Type of document unknown to
reader</td><td>-2</td></tr><tr><td>Type of document somewhat known to
reader</td><td>+0</td></tr><tr><td>Type of document well known to
reader</td><td>+2</td></tr><tr><td>Handwriting not known to
reader</td><td>-2</td></tr><tr><td>Handwriting somewhat known to
reader</td><td>+0</td></tr><tr><td>Handwriting intimately known to
reader</td><td>+2</td></tr><tr><td>Reader only casually reviews the
document</td><td>-2</td></tr></table><p class=sub>A document that
contradicts procedure, orders, or previous knowledge, or one that requires
sacrifice on the part of the person checking the document can increase that
character's suspicion (and thus create favorable circumstances for the
checker's opposing Forgery check). <p class=sub><b>Action</b>: Forging
a very short and simple document takes about 1 minute. A longer or more
complex document takes 1d4 minutes per page. <p class=sub><b>Try Again</b>:
Usually, no. A retry is never possible after a particular reader detects a
particular forgery. But the document created by the forger might still fool
someone else. The result of a Forgery check for a particular document must
be used for every instance of a different reader examining the document. No
reader can attempt to detect a particular forgery more than once; if that
one opposed check goes in favor of the forger, then the reader can't
try using his own skill again, even if he's suspicious about the
document. <p class=sub><b>Special</b>: If you have the Deceitful feat, you
get a +2 bonus on Forgery checks. <p class=sub><b>Restriction</b>: Forgery
is language-dependent; thus, to forge documents and detect forgeries, you
must be able to read and write the language in question. A barbarian
can't learn the Forgery skill unless he has learned to read and write."
+ detail: "Use this skill to fake a written order from the duchess
instructing a jailer to release prisoners, to create an authentic-looking
treasure map, or to detect forgeries that others try to pass off.<p
class=sub></p><b>Check</b>: Forgery requires writing materials appropriate
to the document being forged, enough light or sufficient visual acuity to
see the details of what you're writing, wax for seals (if appropriate),
and some time. To forge a document on which the handwriting is not specific
to a person (military orders, a government decree, a business ledger, or
the like), you need only to have seen a similar document before, and you
gain a +8 bonus on your check. To forge a signature, you need an autograph
of that person to copy, and you gain a +4 bonus on the check. To forge a
longer document written in the hand of some particular person, a large
sample of that person's handwriting is needed. <p class=sub>Your DM
makes your Forgery check secretly, so that you're not sure how good
your forgery is. As with Disguise, you don't even need to make a check
until someone examines the work. Your Forgery check is opposed by the
Forgery check of the person who examines the document to check its
authenticity. The examiner gains modifiers on his or her check if any of
the conditions on the table below exist. <table><tr class=detail><td
class=header>Condition</td><td class=header>Reader's Forgery Check
Modifier</td></tr><tr class=detail><td>Type of document unknown to
reader</td><td>-2</td></tr><tr class=detail><td>Type of document somewhat
known to reader</td><td>+0</td></tr><tr class=detail><td>Type of document
well known to reader</td><td>+2</td></tr><tr class=detail><td>Handwriting
not known to reader</td><td>-2</td></tr><tr class=detail><td>Handwriting
somewhat known to reader</td><td>+0</td></tr><tr
class=detail><td>Handwriting intimately known to
reader</td><td>+2</td></tr><tr class=detail><td>Reader only casually
reviews the document</td><td>-2</td></tr></table><p class=sub>A document
that contradicts procedure, orders, or previous knowledge, or one that
requires sacrifice on the part of the person checking the document can
increase that character's suspicion (and thus create favorable
circumstances for the checker's opposing Forgery check). <p
class=sub><b>Action</b>: Forging a very short and simple document takes
about 1 minute. A longer or more complex document takes 1d4 minutes per
page. <p class=sub><b>Try Again</b>: Usually, no. A retry is never possible
after a particular reader detects a particular forgery. But the document
created by the forger might still fool someone else. The result of a
Forgery check for a particular document must be used for every instance of
a different reader examining the document. No reader can attempt to detect
a particular forgery more than once; if that one opposed check goes in
favor of the forger, then the reader can't try using his own skill
again, even if he's suspicious about the document. <p
class=sub><b>Special</b>: If you have the Deceitful feat, you get a +2
bonus on Forgery checks. <p class=sub><b>Restriction</b>: Forgery is
language-dependent; thus, to forge documents and detect forgeries, you must
be able to read and write the language in question. A barbarian can't
learn the Forgery skill unless he has learned to read and write."
}, {
id: 12,
name: "Gather Information",
@@ -245,7 +245,7 @@
},
untrained: "No",
ability_id: 4,
- detail: "Use this skill to drive a team of horses pulling a wagon over
rough terrain, to teach a dog to guard, or to teach a tyrannosaur to
'speak' on your command. <b>Check</b>: The DC depends on what you
are trying to do. <table><tr><td class=header>Task</td><td
class=header>Handle Animal DC</td></tr> <tr><td>Handle an
animal</td><td>10</td></tr><tr><td>'Push' an
animal</td><td>25</td></tr><tr><td>Teach an animal a trick</td><td>15 or
20<sup>1</sup></td></tr><tr><td>Train an animal for a general
purpose</td><td>15 or 20<sup>1</sup></td></tr><tr><td>Rear a wild
animal</td><td>15 + HD of animal</td></tr></table><sup>1</sup> See the
specific trick or purpose below. <p class=sub> <table><tr><td
class=header>General Purpose</td><td class=header>DC</td><td
class=header>General Purpose</td><td
class=header>DC</td></tr><tr><td>Combat
riding</td><td>20</td><td>Hunting</td><td>20</td></tr><tr><td>Fighting</td><td>20</td><td>Performance</td><td>15</td></tr><tr><td>Guarding</td><td>20</td><td>Riding</td><td>15</td></tr><tr><td>Heavy
labor</td><td>15</td><td></td><td></td></tr> </table></p><p
class=sub><i>Handle an Animal</i>: This task involves commanding an animal
to perform a task or trick that it knows. For instance, to command a
trained attack dog to attack a foe requires a DC 10 Handle Animal check. If
the animal is wounded or has taken any nonlethal damage or ability score
damage, the DC increases by 2. If your check succeeds, the animal performs
the task or trick on its next action. <p class=sub><i>'Push' an
Animal</i>: 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. This
category also covers making an animal perform a forced march or forcing it
to hustle for more than 1 hour between sleep cycles (see Chapter 9:
Adventuring). If the animal is wounded or has taken any nonlethal damage or
ability score damage, the DC increases by 2. If your check succeeds, the
animal performs the task or trick on its next action. <p class=sub><i>Teach
an Animal a Trick</i>: You can teach an animal a specific trick with one
week of work and a successful Handle Animal check against the indicated DC.
An animal with an Intelligence score of 1 (such as a snake or a shark) can
learn a maximum of three tricks, while an animal with an Intelligence score
of 2 (such as a dog or a horse) can learn a maximum of six tricks. Possible
tricks (and their associated DCs) include, but are not necessarily limited
to, the following. <p class=sub>Attack (DC 20): The animal attacks apparent
enemies. You may point to a particular creature that you wish the animal to
attack, and it will comply if able. Normally, an animal will attack only
humanoids, monstrous humanoids, giants, or other animals. Teaching an
animal to attack all creatures (including such unnatural creatures as
undead and aberrations) counts as two tricks. Come (DC 15): The animal
comes to you, even if it normally would not do so (following you onto a
boat, for example). <p class=sub>Defend (DC 20): The animal defends you (or
is ready to defend you if no threat is present), even without any command
being given. Alternatively, you can command the animal to defend a specific
other character. <p class=sub>Down (DC 15): The animal breaks off from
combat or otherwise backs down. An animal that doesn't know this trick
continues to fight until it must flee (due to injury, a fear effect, or the
like) or its opponent is defeated. <p class=sub>Fetch (DC 15): The animal
goes and gets something. If you do not point out a specific item, the
animal fetches some random object. <p class=sub>Guard (DC 20): The animal
stays in place and prevents others from approaching. <p class=sub>Heel (DC
15): The animal follows you closely, even to places where it normally
wouldn't go. <p class=sub>Perform (DC 15): The animal performs a
variety of simple tricks, such as sitting up, rolling over, roaring or
barking, and so on. <p class=sub>Seek (DC 15): The animal moves into an
area and looks around for anything that is obviously alive or animate. <p
class=sub>Stay (DC 15): The animal stays in place, waiting for you to
return. It does not challenge other creatures that come by, though it still
defends itself if it needs to. <p class=sub>Track (DC 20): The animal
tracks the scent presented to it. (This requires the animal to have the
scent ability; see the Monster Manual for details.) <p class=sub>Work (DC
15): The animal pulls or pushes a medium or heavy load. <p
class=sub><i>Train an Animal for a Purpose</i>: Rather than teaching an
animal individual tricks, you can simply train it for a general purpose.
Essentially, an animal's purpose represents a preselected set of known
tricks that fit into a common scheme, such as guarding or heavy labor. The
animal must meet all the normal prerequisites for all tricks included in
the training package. If the package includes more than three tricks, the
animal must have an Intelligence score of 2. <p class=sub>An animal can be
trained for only one general purpose, though if the creature 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 does, but no less time. At your
DM's option, you may be able to train an animal for a purpose that
isn't mentioned here. <p class=sub>Combat Riding (DC 20): An animal
trained to bear a rider into combat knows the tricks attack, come, defend,
down, guard, and heel. Training an animal for combat riding takes six
weeks. You may also 'upgrade' an animal trained for riding to one
trained for combat riding by spending three weeks and making a successful
DC 20 Handle Animal check. The new general purpose and tricks completely
replace the animal's previous purpose and any tricks it once knew.
Warhorses and riding dogs (see the Monster Manual) are already trained to
bear riders into combat, and they don't require any additional training
for this purpose. <p class=sub>Fighting (DC 20): An animal trained to
engage in combat knows the tricks attack, down, and stay. Training an
animal for fighting takes three weeks. <p class=sub>Guarding (DC 20): An
animal trained to guard knows the tricks attack, defend, down, and guard.
Training an animal for guarding takes four weeks. <p class=sub>Heavy Labor
(DC 15): An animal trained for heavy labor knows the tricks come and work.
Training an animal for heavy labor takes two weeks. <p class=sub>Hunting
(DC 20): An animal trained for hunting knows the tricks attack, down,
fetch, heel, seek, and track. Training an animal for hunting takes six
weeks. <p class=sub>Performance (DC 15): An animal trained for performance
knows the tricks come, fetch, heel, perform, and stay. Training an animal
for performance takes five weeks. <p class=sub>Riding (DC 15): An animal
trained to bear a rider knows the tricks come, heel, and stay. Training an
animal for riding takes three weeks. <p class=sub><i>Rear a Wild
Animal</i>: To rear an animal means to raise a wild creature from infancy
so that it becomes domesticated. A handler can rear as many as three
creatures of the same kind at once. A successfully domesticated animal can
be taught tricks at the same time it's being raised, or it can be
taught as a domesticated animal later. <p class=sub><b>Action</b>: Varies.
Handling an animal is a move action, while pushing an animal is a
full-round action. (A druid or ranger can handle her animal companion as a
free action or push it as a move action.) For tasks with specific time
frames noted above, you must spend half this time (at the rate of 3 hours
per day per animal being handled) working toward completion of the task
before you attempt the Handle Animal check. If the check fails, your
attempt to teach, rear, or train the animal fails and you need not complete
the teaching, rearing, or training time. If the check succeeds, you must
invest the remainder of the time to complete the teaching, rearing, or
training. If the time is interrupted or the task is not followed through to
completion, the attempt to teach, rear, or train the animal automatically
fails. <p class=sub><b>Try Again</b>: Yes, except for rearing an animal. <p
class=sub><b>Special</b>: You can use this skill on a creature with an
Intelligence score of 1 or 2 that is not an animal, but the DC of any such
check increases by 5. Such creatures have the same limit on tricks known as
animals do. The Monster Manual provides information on teaching or training
other kinds of creatures as appropriate. <p class=sub>A druid or ranger
gains a +4 circumstance bonus on Handle Animal checks involving her animal
companion. In addition, a druid's or ranger's animal companion
knows one or more bonus tricks, which don't count against the normal
limit on tricks known and don't require any training time or Handle
Animal checks to teach. <p class=sub>If you have the Animal Affinity feat,
you get a +2 bonus on Handle Animal checks. <p class=sub><b>Synergy</b>: If
you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride
checks and wild empathy checks. <p class=sub><b>Untrained</b>: If you have
no ranks in Handle Animal, you can use a Charisma check to handle and push
domestic animals, but you can't teach, rear, or train animals. A druid
or ranger with no ranks in Handle Animal can use a Charisma check to handle
and push her animal companion, but she can't teach, rear, or train
other nondomestic animals."
+ detail: "Use this skill to drive a team of horses pulling a wagon over
rough terrain, to teach a dog to guard, or to teach a tyrannosaur to
'speak' on your command. <b>Check</b>: The DC depends on what you
are trying to do. <table><tr class=detail><td class=header>Task</td><td
class=header>Handle Animal DC</td></tr> <tr class=detail><td>Handle an
animal</td><td>10</td></tr><tr class=detail><td>'Push' an
animal</td><td>25</td></tr><tr class=detail><td>Teach an animal a
trick</td><td>15 or 20<sup>1</sup></td></tr><tr class=detail><td>Train an
animal for a general purpose</td><td>15 or 20<sup>1</sup></td></tr><tr
class=detail><td>Rear a wild animal</td><td>15 + HD of
animal</td></tr></table><sup>1</sup> See the specific trick or purpose
below. <p class=sub> <table><tr class=detail><td class=header>General
Purpose</td><td class=header>DC</td><td class=header>General
Purpose</td><td class=header>DC</td></tr><tr class=detail><td>Combat
riding</td><td>20</td><td>Hunting</td><td>20</td></tr><tr
class=detail><td>Fighting</td><td>20</td><td>Performance</td><td>15</td></tr><tr
class=detail><td>Guarding</td><td>20</td><td>Riding</td><td>15</td></tr><tr
class=detail><td>Heavy labor</td><td>15</td><td></td><td></td></tr>
</table></p><p class=sub><i>Handle an Animal</i>: This task involves
commanding an animal to perform a task or trick that it knows. For
instance, to command a trained attack dog to attack a foe requires a DC 10
Handle Animal check. If the animal is wounded or has taken any nonlethal
damage or ability score damage, the DC increases by 2. If your check
succeeds, the animal performs the task or trick on its next action. <p
class=sub><i>'Push' an Animal</i>: 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. This category also covers making an animal perform a
forced march or forcing it to hustle for more than 1 hour between sleep
cycles (see Chapter 9: Adventuring). If the animal is wounded or has taken
any nonlethal damage or ability score damage, the DC increases by 2. If
your check succeeds, the animal performs the task or trick on its next
action. <p class=sub><i>Teach an Animal a Trick</i>: You can teach an
animal a specific trick with one week of work and a successful Handle
Animal check against the indicated DC. An animal with an Intelligence score
of 1 (such as a snake or a shark) can learn a maximum of three tricks,
while an animal with an Intelligence score of 2 (such as a dog or a horse)
can learn a maximum of six tricks. Possible tricks (and their associated
DCs) include, but are not necessarily limited to, the following. <p
class=sub>Attack (DC 20): The animal attacks apparent enemies. You may
point to a particular creature that you wish the animal to attack, and it
will comply if able. Normally, an animal will attack only humanoids,
monstrous humanoids, giants, or other animals. Teaching an animal to attack
all creatures (including such unnatural creatures as undead and
aberrations) counts as two tricks. Come (DC 15): The animal comes to you,
even if it normally would not do so (following you onto a boat, for
example). <p class=sub>Defend (DC 20): The animal defends you (or is ready
to defend you if no threat is present), even without any command being
given. Alternatively, you can command the animal to defend a specific other
character. <p class=sub>Down (DC 15): The animal breaks off from combat or
otherwise backs down. An animal that doesn't know this trick continues
to fight until it must flee (due to injury, a fear effect, or the like) or
its opponent is defeated. <p class=sub>Fetch (DC 15): The animal goes and
gets something. If you do not point out a specific item, the animal fetches
some random object. <p class=sub>Guard (DC 20): The animal stays in place
and prevents others from approaching. <p class=sub>Heel (DC 15): The animal
follows you closely, even to places where it normally wouldn't go. <p
class=sub>Perform (DC 15): The animal performs a variety of simple tricks,
such as sitting up, rolling over, roaring or barking, and so on. <p
class=sub>Seek (DC 15): The animal moves into an area and looks around for
anything that is obviously alive or animate. <p class=sub>Stay (DC 15): The
animal stays in place, waiting for you to return. It does not challenge
other creatures that come by, though it still defends itself if it needs
to. <p class=sub>Track (DC 20): The animal tracks the scent presented to
it. (This requires the animal to have the scent ability; see the Monster
Manual for details.) <p class=sub>Work (DC 15): The animal pulls or pushes
a medium or heavy load. <p class=sub><i>Train an Animal for a Purpose</i>:
Rather than teaching an animal individual tricks, you can simply train it
for a general purpose. Essentially, an animal's purpose represents a
preselected set of known tricks that fit into a common scheme, such as
guarding or heavy labor. The animal must meet all the normal prerequisites
for all tricks included in the training package. If the package includes
more than three tricks, the animal must have an Intelligence score of 2. <p
class=sub>An animal can be trained for only one general purpose, though if
the creature 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 does,
but no less time. At your DM's option, you may be able to train an
animal for a purpose that isn't mentioned here. <p class=sub>Combat
Riding (DC 20): An animal trained to bear a rider into combat knows the
tricks attack, come, defend, down, guard, and heel. Training an animal for
combat riding takes six weeks. You may also 'upgrade' an animal
trained for riding to one trained for combat riding by spending three weeks
and making a successful DC 20 Handle Animal check. The new general purpose
and tricks completely replace the animal's previous purpose and any
tricks it once knew. Warhorses and riding dogs (see the Monster Manual) are
already trained to bear riders into combat, and they don't require any
additional training for this purpose. <p class=sub>Fighting (DC 20): An
animal trained to engage in combat knows the tricks attack, down, and stay.
Training an animal for fighting takes three weeks. <p class=sub>Guarding
(DC 20): An animal trained to guard knows the tricks attack, defend, down,
and guard. Training an animal for guarding takes four weeks. <p
class=sub>Heavy Labor (DC 15): An animal trained for heavy labor knows the
tricks come and work. Training an animal for heavy labor takes two weeks.
<p class=sub>Hunting (DC 20): An animal trained for hunting knows the
tricks attack, down, fetch, heel, seek, and track. Training an animal for
hunting takes six weeks. <p class=sub>Performance (DC 15): An animal
trained for performance knows the tricks come, fetch, heel, perform, and
stay. Training an animal for performance takes five weeks. <p
class=sub>Riding (DC 15): An animal trained to bear a rider knows the
tricks come, heel, and stay. Training an animal for riding takes three
weeks. <p class=sub><i>Rear a Wild Animal</i>: To rear an animal means to
raise a wild creature from infancy so that it becomes domesticated. A
handler can rear as many as three creatures of the same kind at once. A
successfully domesticated animal can be taught tricks at the same time
it's being raised, or it can be taught as a domesticated animal later.
<p class=sub><b>Action</b>: Varies. Handling an animal is a move action,
while pushing an animal is a full-round action. (A druid or ranger can
handle her animal companion as a free action or push it as a move action.)
For tasks with specific time frames noted above, you must spend half this
time (at the rate of 3 hours per day per animal being handled) working
toward completion of the task before you attempt the Handle Animal check.
If the check fails, your attempt to teach, rear, or train the animal fails
and you need not complete the teaching, rearing, or training time. If the
check succeeds, you must invest the remainder of the time to complete the
teaching, rearing, or training. If the time is interrupted or the task is
not followed through to completion, the attempt to teach, rear, or train
the animal automatically fails. <p class=sub><b>Try Again</b>: Yes, except
for rearing an animal. <p class=sub><b>Special</b>: You can use this skill
on a creature with an Intelligence score of 1 or 2 that is not an animal,
but the DC of any such check increases by 5. Such creatures have the same
limit on tricks known as animals do. The Monster Manual provides
information on teaching or training other kinds of creatures as
appropriate. <p class=sub>A druid or ranger gains a +4 circumstance bonus
on Handle Animal checks involving her animal companion. In addition, a
druid's or ranger's animal companion knows one or more bonus
tricks, which don't count against the normal limit on tricks known and
don't require any training time or Handle Animal checks to teach. <p
class=sub>If you have the Animal Affinity feat, you get a +2 bonus on
Handle Animal checks. <p class=sub><b>Synergy</b>: If you have 5 or more
ranks in Handle Animal, you get a +2 bonus on Ride checks and wild empathy
checks. <p class=sub><b>Untrained</b>: If you have no ranks in Handle
Animal, you can use a Charisma check to handle and push domestic animals,
but you can't teach, rear, or train animals. A druid or ranger with no
ranks in Handle Animal can use a Charisma check to handle and push her
animal companion, but she can't teach, rear, or train other nondomestic
animals."
}, {
id: 14,
name: "Heal",
@@ -256,7 +256,7 @@
},
untrained: "Yes",
ability_id: 5,
- detail: "Use this skill to keep a badly wounded friend from dying, to
help others recover faster from wounds, to keep your friend from succumbing
to a wyvern's sting, or to treat disease. <p class=sub><b>Check</b>:
The DC and effect depend on the task you attempt. <table class=box><tr
class=header><td>Task Heal</td><td>DC</td></tr><tr><td>First aid</td><td
align=center>15</td></tr><tr><td>Long-term care</td><td
align=center>15</td></tr><tr><td>Treat wound from caltrop, spike growth, or
spike stones</td><td align=center>15</td></tr> <tr><td>Treat
poison</td><td>Poison's save DC</td></tr><tr><td>Treat
disease</td><td>Disease's save DC</td></tr> </table><p
class=sub><i>First Aid</i>: You usually use first aid to save a dying
character. If a character has negative hit points and is losing hit points
(at the rate of 1 per round, 1 per hour, or 1 per day), you can make him or
her stable. A stable character regains no hit points but stops losing them.
(See Dying, page 145.) <p class=sub><i>Long-Term Care</i>: Providing
long-term care means treating a wounded person for a day or more. If your
Heal check is successful,the patient recovers hit points or ability score
points (lost to ability damage) at twice the normal rate: 2 hit points per
level for a full 8 hours of rest in a day, or 4 hit points per level for
each full day of complete rest; 2 ability score points for a full 8 hours
of rest in a day, or 4 ability score points for each full day of complete
rest. You can tend as many as six patients at a time. You need a few items
and supplies (bandages, salves, and so on) that are easy to come by in
settled lands. <p class=sub>Giving long-term care counts as light activity
for the healer. You cannot give long-term care to yourself. <p
class=sub><i>Treat Wound from Caltrop, Spike Growth, or Spike Stones</i>: A
creature wounded by stepping on a caltrop moves at one-half normal speed. A
successful Heal check removes this movement penalty. <p class=sub>A
creature wounded by a <i>spike growth</i> or<i>spike stones</i> spell must
succeed on a Reflex save or take injuries that reduce his speed by
one-third. Another character can remove this penalty by taking 10 minutes
to dress the victim's injuries and succeeding on a Heal check against
the spell's save DC.<i>Treat Poison</i>: To treat poison means to tend
a single character who has been poisoned and who is going to take more
damage from the poison (or suffer some other effect). Every time the
poisoned character makes a saving throw against the poison, you make a Heal
check. The poisoned character uses your check result or his or her saving
throw, whichever is higher. <p class=sub><i>Treat Disease</i>: To treat a
disease means to tend a single diseased character. Every time he or she
makes a saving throw against disease effects, you make a Heal check. The
diseased character uses your check result or his or her saving throw,
whichever is higher. <p class=sub><b>Action</b>: Providing first aid,
treating a wound, or treating poison is a standard action. Treating a
disease or tending a creature wounded by a spike growth or spike stones
spell takes 10 minutes of work. Providing long-term care requires 8 hours
of light activity. <p class=sub><b>Try Again</b>: Varies. Generally
speaking, you can't try a Heal check again without proof of the
original check's failure. For instance, until a poisoned character
makes a saving throw against the poisoned wound you've treated, you
can't know whether your Heal check was successful or not, so you
can't retry the check. You can always retry a check to provide first
aid, assuming the target of the previous attempt is still alive. <p
class=sub><b>Special</b>: A character with the Self-Sufficient feat gets a
+2 bonus on Heal checks. <p class=sub>A healer's kit (page 130) gives
you a +2 circumstance bonus on Heal checks."
+ detail: "Use this skill to keep a badly wounded friend from dying, to
help others recover faster from wounds, to keep your friend from succumbing
to a wyvern's sting, or to treat disease. <p class=sub><b>Check</b>:
The DC and effect depend on the task you attempt. <table class=box><tr
class=header><td>Task Heal</td><td>DC</td></tr><tr class=detail><td>First
aid</td><td align=center>15</td></tr><tr class=detail><td>Long-term
care</td><td align=center>15</td></tr><tr class=detail><td>Treat wound from
caltrop, spike growth, or spike stones</td><td align=center>15</td></tr>
<tr class=detail><td>Treat poison</td><td>Poison's save DC</td></tr><tr
class=detail><td>Treat disease</td><td>Disease's save DC</td></tr>
</table><p class=sub><i>First Aid</i>: You usually use first aid to save a
dying character. If a character has negative hit points and is losing hit
points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make
him or her stable. A stable character regains no hit points but stops
losing them. (See Dying, page 145.) <p class=sub><i>Long-Term Care</i>:
Providing long-term care means treating a wounded person for a day or more.
If your Heal check is successful,the patient recovers hit points or ability
score points (lost to ability damage) at twice the normal rate: 2 hit
points per level for a full 8 hours of rest in a day, or 4 hit points per
level for each full day of complete rest; 2 ability score points for a full
8 hours of rest in a day, or 4 ability score points for each full day of
complete rest. You can tend as many as six patients at a time. You need a
few items and supplies (bandages, salves, and so on) that are easy to come
by in settled lands. <p class=sub>Giving long-term care counts as light
activity for the healer. You cannot give long-term care to yourself. <p
class=sub><i>Treat Wound from Caltrop, Spike Growth, or Spike Stones</i>: A
creature wounded by stepping on a caltrop moves at one-half normal speed. A
successful Heal check removes this movement penalty. <p class=sub>A
creature wounded by a <i>spike growth</i> or<i>spike stones</i> spell must
succeed on a Reflex save or take injuries that reduce his speed by
one-third. Another character can remove this penalty by taking 10 minutes
to dress the victim's injuries and succeeding on a Heal check against
the spell's save DC.<i>Treat Poison</i>: To treat poison means to tend
a single character who has been poisoned and who is going to take more
damage from the poison (or suffer some other effect). Every time the
poisoned character makes a saving throw against the poison, you make a Heal
check. The poisoned character uses your check result or his or her saving
throw, whichever is higher. <p class=sub><i>Treat Disease</i>: To treat a
disease means to tend a single diseased character. Every time he or she
makes a saving throw against disease effects, you make a Heal check. The
diseased character uses your check result or his or her saving throw,
whichever is higher. <p class=sub><b>Action</b>: Providing first aid,
treating a wound, or treating poison is a standard action. Treating a
disease or tending a creature wounded by a spike growth or spike stones
spell takes 10 minutes of work. Providing long-term care requires 8 hours
of light activity. <p class=sub><b>Try Again</b>: Varies. Generally
speaking, you can't try a Heal check again without proof of the
original check's failure. For instance, until a poisoned character
makes a saving throw against the poisoned wound you've treated, you
can't know whether your Heal check was successful or not, so you
can't retry the check. You can always retry a check to provide first
aid, assuming the target of the previous attempt is still alive. <p
class=sub><b>Special</b>: A character with the Self-Sufficient feat gets a
+2 bonus on Heal checks. <p class=sub>A healer's kit (page 130) gives
you a +2 circumstance bonus on Heal checks."
}, {
id: 15,
name: "Hide",
@@ -289,7 +289,7 @@
untrained: "Yes",
ability_id: 0,
armor_check_penalty: true,
- detail: "<p class=sub>Use this skill to leap over pits, vault low
fences, or reach a tree’s lowest branches. <p class=sub><b>Check</b>: The
DC and the distance you can cover vary according to the type of jump you
are attempting (see below). <p class=sub>Your Jump check is modified by
your speed. If your speed is 30 feet (the speed of an unarmored human),
then no modifier based on speed applies to the check. If your speed is less
than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30
feet. If your speed is greater than 30 feet, you gain a +4 bonus for every
10 feet beyond 30 feet. For instance, if you have a speed of 20 feet, you
take a -6 penalty on your Jump checks. If, on the other hand, your speed is
50 feet, you gain a +8 bonus. <p class=sub>All Jump DCs given here assume
that you get a running start, which requires that you move at least 20 feet
in a straight line before attempting the jump. If you do not get a running
start, the DC for the jump is doubled. <p class=sub>Distance moved by
jumping is counted against your normal maximum movement in a round. For
example, Krusk has a speed of 40 feet. If he moves 30 feet, then jumps
across a 10-foot-wide chasm, he’s then moved 40 feet total, so that’s
his move action. <p class=sub>If you have ranks in Jump and you succeed on
a Jump check, you land on your feet (when appropriate). If you attempt a
Jump check untrained, you land prone unless you beat the DC by 5 or more.
<p class=sub><i>Long Jump</i>: A long jump is a horizontal jump, made
across a gap like a chasm or stream. At the midpoint of the jump, you
attain a vertical height equal to one-quarter of the horizontal distance.
The DC for the jump is equal to the distance jumped (in feet). For example,
a 10-foot-wide pit requires a DC 10 Jump check to cross. <p class=sub>If
your check succeeds, you land on your feet at the far end. If you fail the
check by less than 5, you don’t clear the distance, but you can make a DC
15 Reflex save to grab the far edge of the gap. You end your movement
grasping the far edge. If that leaves you dangling over a chasm or gap,
getting up requires a move action and a DC 15 Climb check.<table> <tr
class=header><td>Long Jump Distance</td><td>Jump DC<sup>1</sup></td></tr>
<tr><td>5 feet</td><td>5</td></tr> <tr><td>10 feet</td><td>10</td></tr>
<tr><td>15 feet</td><td>15</td></tr> <tr><td>20 feet</td><td>20</td></tr>
<tr><td>25 feet</td><td>25</td></tr> <tr><td>30 feet</td><td>30</td></tr>
</table><p><sup>1</sup> Requires a 20-foot running start. Without a running
start, double the DC. <p class=sub><i>High Jump</i>: A high jump is a
vertical leap made to reach a ledge high above or to grasp something
overhead, such as a tree limb. The DC is equal to 4 times the distance to
be cleared. For example, the DC for a high jump to land atop a 3-foot-high
ledge is 12 (3 × 4). <p class=sub>If you jumped up to grab something, a
successful check indicates that you reached the desired height. If you wish
to pull yourself up, you can do so with a move action and a DC 15 Climb
check. If you fail the Jump check, you do not reach the height, and you
land on your feet in the same spot from which you jumped. As with a long
jump, the DC is doubled if you do not get a running start of at least 20
feet.<table><tr class=header><td>High Jump
Distance<sup>1</sup></td><td>Jump DC<sup>2</sup></td></tr> <tr><td>1
foot</td><td>4</td></tr> <tr><td>2 feet</td><td>8</td></tr> <tr><td>3
feet</td><td>12</td></tr> <tr><td>4 feet</td><td>16</td></tr> <tr><td>5
feet</td><td>20</td></tr> <tr><td>6 feet</td><td>24</td></tr> <tr><td>7
feet</td><td>28</td></tr> <tr><td>8 feet</td><td>32</td></tr>
</table><p><sup>1</sup> Not including vertical reach; see below.
<p><sup>2</sup> Requires a 20-foot running start. Without a running start,
double the DC. <p class=sub>Obviously, the difficulty of reaching a given
height varies according to the size of the character or creature. The
maximum vertical reach (height the creature can reach without jumping) for
an average creature of a given size is shown on the table below. (As a
Medium creature, a typical human can reach 8 feet without jumping.)
Quadrupedal creatures (such as horse) don’t have the same vertical reach
as a bipedal creature; treat them as being one size category
smaller.<table><tr class=header><td>Creature Size</td><td>Vertical
Reach</td></tr> <tr><td>Colossal</td><td>128 ft.</td></tr>
<tr><td>Gargantuan</td><td>64 ft.</td></tr> <tr><td>Huge</td><td>32
ft.</td></tr> <tr><td>Large</td><td>16 ft.</td></tr>
<tr><td>Medium</td><td>8 ft.</td></tr> <tr><td>Small</td><td>4
ft.</td></tr> <tr><td>Tiny</td><td>2 ft.</td></tr>
<tr><td>Diminutive</td><td>1 ft.</td></tr> <tr><td>Fine</td><td>1/2
ft.</td></tr> </table><p class=sub><i>Hop Up</i>: You can jump up onto an
object as tall as your waist, such as a table or small boulder, with a DC
10 Jump check. Doing so counts as 10 feet of movement, so if your speed is
30 feet, you could move 20 feet, then hop up onto a counter. You do not
need to get a running start to hop up, so the DC is not doubled if you do
not get a running start. <p class=sub><i>Jumping Down</i>: If you
intentionally jump from a height, you take less damage than you would if
you just fell. The DC to jump down from a height is 15. You do not have to
get a running start to jump down, so the DC is not doubled if you do not
get a running start. <p class=sub>If you succeed on the check, you take
falling damage as if you had dropped 10 fewer feet than you actually did.
Thus, if you jump down from a height of just 10 feet, you take no damage.
If you jump down from a height of 20 feet, you take damage as if you had
fallen 10 feet. <p class=sub><b>Action</b>: None. A Jump check is included
in your movement, so it is part of a move action. If you run out of
movement mid-jump, your next action (either on this turn or, if necessary,
on your next turn) must be a move action to complete the jump. <p
class=sub><b>Special</b>: Effects that increase your movement also increase
your jumping distance, since your check is modified by your speed. <p
class=sub>If you have the Run feat, you get a +4 bonus on Jump checks for
any jumps made after a running start. <p class=sub>A halfling has a +2
racial bonus on Jump checks because halflings are agile and athletic. <p
class=sub>If you have the Acrobatic feat, you get a +2 bonus on Jump
checks. <p class=sub><b>Synergy</b>: If you have 5 or more ranks in Tumble,
you get a +2 bonus on Jump checks. <p class=sub>If you have 5 or more ranks
in Jump, you get a +2 bonus on Tumble checks."
+ detail: "<p class=sub>Use this skill to leap over pits, vault low
fences, or reach a tree’s lowest branches. <p class=sub><b>Check</b>: The
DC and the distance you can cover vary according to the type of jump you
are attempting (see below). <p class=sub>Your Jump check is modified by
your speed. If your speed is 30 feet (the speed of an unarmored human),
then no modifier based on speed applies to the check. If your speed is less
than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30
feet. If your speed is greater than 30 feet, you gain a +4 bonus for every
10 feet beyond 30 feet. For instance, if you have a speed of 20 feet, you
take a -6 penalty on your Jump checks. If, on the other hand, your speed is
50 feet, you gain a +8 bonus. <p class=sub>All Jump DCs given here assume
that you get a running start, which requires that you move at least 20 feet
in a straight line before attempting the jump. If you do not get a running
start, the DC for the jump is doubled. <p class=sub>Distance moved by
jumping is counted against your normal maximum movement in a round. For
example, Krusk has a speed of 40 feet. If he moves 30 feet, then jumps
across a 10-foot-wide chasm, he’s then moved 40 feet total, so that’s
his move action. <p class=sub>If you have ranks in Jump and you succeed on
a Jump check, you land on your feet (when appropriate). If you attempt a
Jump check untrained, you land prone unless you beat the DC by 5 or more.
<p class=sub><i>Long Jump</i>: A long jump is a horizontal jump, made
across a gap like a chasm or stream. At the midpoint of the jump, you
attain a vertical height equal to one-quarter of the horizontal distance.
The DC for the jump is equal to the distance jumped (in feet). For example,
a 10-foot-wide pit requires a DC 10 Jump check to cross. <p class=sub>If
your check succeeds, you land on your feet at the far end. If you fail the
check by less than 5, you don’t clear the distance, but you can make a DC
15 Reflex save to grab the far edge of the gap. You end your movement
grasping the far edge. If that leaves you dangling over a chasm or gap,
getting up requires a move action and a DC 15 Climb check.<table> <tr
class=header><td>Long Jump Distance</td><td>Jump DC<sup>1</sup></td></tr>
<tr class=detail><td>5 feet</td><td>5</td></tr> <tr class=detail><td>10
feet</td><td>10</td></tr> <tr class=detail><td>15 feet</td><td>15</td></tr>
<tr class=detail><td>20 feet</td><td>20</td></tr> <tr class=detail><td>25
feet</td><td>25</td></tr> <tr class=detail><td>30 feet</td><td>30</td></tr>
</table><p><sup>1</sup> Requires a 20-foot running start. Without a running
start, double the DC. <p class=sub><i>High Jump</i>: A high jump is a
vertical leap made to reach a ledge high above or to grasp something
overhead, such as a tree limb. The DC is equal to 4 times the distance to
be cleared. For example, the DC for a high jump to land atop a 3-foot-high
ledge is 12 (3 × 4). <p class=sub>If you jumped up to grab something, a
successful check indicates that you reached the desired height. If you wish
to pull yourself up, you can do so with a move action and a DC 15 Climb
check. If you fail the Jump check, you do not reach the height, and you
land on your feet in the same spot from which you jumped. As with a long
jump, the DC is doubled if you do not get a running start of at least 20
feet.<table><tr class=header><td>High Jump
Distance<sup>1</sup></td><td>Jump DC<sup>2</sup></td></tr> <tr
class=detail><td>1 foot</td><td>4</td></tr> <tr class=detail><td>2
feet</td><td>8</td></tr> <tr class=detail><td>3 feet</td><td>12</td></tr>
<tr class=detail><td>4 feet</td><td>16</td></tr> <tr class=detail><td>5
feet</td><td>20</td></tr> <tr class=detail><td>6 feet</td><td>24</td></tr>
<tr class=detail><td>7 feet</td><td>28</td></tr> <tr class=detail><td>8
feet</td><td>32</td></tr> </table><p><sup>1</sup> Not including vertical
reach; see below. <p><sup>2</sup> Requires a 20-foot running start. Without
a running start, double the DC. <p class=sub>Obviously, the difficulty of
reaching a given height varies according to the size of the character or
creature. The maximum vertical reach (height the creature can reach without
jumping) for an average creature of a given size is shown on the table
below. (As a Medium creature, a typical human can reach 8 feet without
jumping.) Quadrupedal creatures (such as horse) don’t have the same
vertical reach as a bipedal creature; treat them as being one size category
smaller.<table><tr class=header><td>Creature Size</td><td>Vertical
Reach</td></tr> <tr class=detail><td>Colossal</td><td>128 ft.</td></tr> <tr
class=detail><td>Gargantuan</td><td>64 ft.</td></tr> <tr
class=detail><td>Huge</td><td>32 ft.</td></tr> <tr
class=detail><td>Large</td><td>16 ft.</td></tr> <tr
class=detail><td>Medium</td><td>8 ft.</td></tr> <tr
class=detail><td>Small</td><td>4 ft.</td></tr> <tr
class=detail><td>Tiny</td><td>2 ft.</td></tr> <tr
class=detail><td>Diminutive</td><td>1 ft.</td></tr> <tr
class=detail><td>Fine</td><td>1/2 ft.</td></tr> </table><p class=sub><i>Hop
Up</i>: You can jump up onto an object as tall as your waist, such as a
table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet
of movement, so if your speed is 30 feet, you could move 20 feet, then hop
up onto a counter. You do not need to get a running start to hop up, so the
DC is not doubled if you do not get a running start. <p
class=sub><i>Jumping Down</i>: If you intentionally jump from a height, you
take less damage than you would if you just fell. The DC to jump down from
a height is 15. You do not have to get a running start to jump down, so the
DC is not doubled if you do not get a running start. <p class=sub>If you
succeed on the check, you take falling damage as if you had dropped 10
fewer feet than you actually did. Thus, if you jump down from a height of
just 10 feet, you take no damage. If you jump down from a height of 20
feet, you take damage as if you had fallen 10 feet. <p
class=sub><b>Action</b>: None. A Jump check is included in your movement,
so it is part of a move action. If you run out of movement mid-jump, your
next action (either on this turn or, if necessary, on your next turn) must
be a move action to complete the jump. <p class=sub><b>Special</b>: Effects
that increase your movement also increase your jumping distance, since your
check is modified by your speed. <p class=sub>If you have the Run feat, you
get a +4 bonus on Jump checks for any jumps made after a running start. <p
class=sub>A halfling has a +2 racial bonus on Jump checks because halflings
are agile and athletic. <p class=sub>If you have the Acrobatic feat, you
get a +2 bonus on Jump checks. <p class=sub><b>Synergy</b>: If you have 5
or more ranks in Tumble, you get a +2 bonus on Jump checks. <p class=sub>If
you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks."
}, {
id: 18,
name: "Knowledge (arcana)",
@@ -380,7 +380,7 @@
},
untrained: "Yes",
ability_id: 5,
- detail: "Use this skill to hear approaching enemies, to detect someone
sneaking up on you from behind, or to eavesdrop on someone else's
conversation. <p class=sub><b>Check</b>: Your Listen check is either made
against a DC that reflects how quiet the noise is that you might hear, or
it is opposed by your target's Move Silently check. <p class=sub>Your
DM may decide to make the Listen check for you, so that you don't know
whether not hearing anything means that nothing is there, or that you
failed the check. <table class=box> <tr class=header><td>Listen</td><td>DC
Sound</td></tr> <tr><td align=center>-10</td><td>A battle</td></tr> <tr><td
align=center>0</td><td>People talking<sup>1</sup></td></tr><tr><td
align=center>5</td><td>A person in medium armor walking at a slow pace (10
ft./round) trying not to make any noise.</td></tr> <tr><td
align=center>10</td><td>An unarmored person walking at a slow pace (15
ft./round) trying not to make any noise</td></tr> <tr><td
align=center>15</td><td>A 1st-level rogue using Move Silently to sneak past
the listener</td></tr> <tr><td align=center>15</td><td>People
whispering<sup>1</sup></td></tr><tr><td align=center>19</td><td>A cat
stalking</td></tr> <tr><td align=center>30</td><td>An owl gliding in for a
kill</td></tr> </table><p class=sub><sup>1</sup> If you beat the DC by 10
or more, you can make out what's being said, assuming that you
understand the language. <p class=sub><table class=box> <tr
class=header><td>Listen DC Modifier</td><td>Condition</td></tr><tr><td
align=center>+5</td><td>Through a door</td></tr> <tr><td
align=center>+15</td><td>Through a stone wall</td></tr> <tr><td
align=center>+1</td><td>Per 10 feet of distance</td></tr> <tr><td
align=center>+5</td><td>Listener distracted </td></tr></table> <p
class=sub>In the case of people trying to be quiet, the DCs given on the
table could be replaced by Move Silently checks, in which case theindicated
DC would be their average check result (or close to it). For instance, the
DC 19 noted on the table for a cat stalking means that an average cat has a
+9 bonus on Move Silently checks. Assuming an average roll of 10 on 1d20,
its Move Silently check result would be 19. <p class=sub><b>Action</b>:
Varies. Every time you have a chance to hear something in a reactive manner
(such as when someone makes a noise or you move into a new area), you can
make a Listen check without using an action. Trying to hear something you
failed to hear previously is a move action. <p class=sub><b>Try Again</b>:
Yes. You can try to hear something that you failed to hear previously with
no penalty. <p class=sub><b>Special</b>: When several characters are
listening to the same thing, a single 1d20 roll can be used for all the
individuals' Listen checks. A fascinated creature takes a -4 penalty on
Listen checks made as reactions. <p class=sub>If you have the Alertness
feat, you get a +2 bonus on Listen checks. <p class=sub>A ranger gains a
bonus on Listen checks when using this skill against a favored enemy (see
page 47). <p class=sub>An elf, gnome, or halfling has a +2 racial bonus on
Listen checks, thanks to the keen ears with which members of those races
are blessed. <p class=sub>A half-elf has a +1 racial bonus on Listen
checks. Her hearing is good because of her elven heritage, but not as keen
as that of a full elf. <p class=sub>A sleeping character may make Listen
checks at a -10 penalty. A successful check awakens the sleeper."
+ detail: "Use this skill to hear approaching enemies, to detect someone
sneaking up on you from behind, or to eavesdrop on someone else's
conversation. <p class=sub><b>Check</b>: Your Listen check is either made
against a DC that reflects how quiet the noise is that you might hear, or
it is opposed by your target's Move Silently check. <p class=sub>Your
DM may decide to make the Listen check for you, so that you don't know
whether not hearing anything means that nothing is there, or that you
failed the check. <table class=box> <tr class=header><td>Listen</td><td>DC
Sound</td></tr> <tr class=detail><td align=center>-10</td><td>A
battle</td></tr> <tr class=detail><td align=center>0</td><td>People
talking<sup>1</sup></td></tr><tr class=detail><td align=center>5</td><td>A
person in medium armor walking at a slow pace (10 ft./round) trying not to
make any noise.</td></tr> <tr class=detail><td align=center>10</td><td>An
unarmored person walking at a slow pace (15 ft./round) trying not to make
any noise</td></tr> <tr class=detail><td align=center>15</td><td>A
1st-level rogue using Move Silently to sneak past the listener</td></tr>
<tr class=detail><td align=center>15</td><td>People
whispering<sup>1</sup></td></tr><tr class=detail><td
align=center>19</td><td>A cat stalking</td></tr> <tr class=detail><td
align=center>30</td><td>An owl gliding in for a kill</td></tr> </table><p
class=sub><sup>1</sup> If you beat the DC by 10 or more, you can make out
what's being said, assuming that you understand the language. <p
class=sub><table class=box> <tr class=header><td>Listen DC
Modifier</td><td>Condition</td></tr><tr class=detail><td
align=center>+5</td><td>Through a door</td></tr> <tr class=detail><td
align=center>+15</td><td>Through a stone wall</td></tr> <tr
class=detail><td align=center>+1</td><td>Per 10 feet of distance</td></tr>
<tr class=detail><td align=center>+5</td><td>Listener distracted
</td></tr></table> <p class=sub>In the case of people trying to be quiet,
the DCs given on the table could be replaced by Move Silently checks, in
which case theindicated DC would be their average check result (or close to
it). For instance, the DC 19 noted on the table for a cat stalking means
that an average cat has a +9 bonus on Move Silently checks. Assuming an
average roll of 10 on 1d20, its Move Silently check result would be 19. <p
class=sub><b>Action</b>: Varies. Every time you have a chance to hear
something in a reactive manner (such as when someone makes a noise or you
move into a new area), you can make a Listen check without using an action.
Trying to hear something you failed to hear previously is a move action. <p
class=sub><b>Try Again</b>: Yes. You can try to hear something that you
failed to hear previously with no penalty. <p class=sub><b>Special</b>:
When several characters are listening to the same thing, a single 1d20 roll
can be used for all the individuals' Listen checks. A fascinated
creature takes a -4 penalty on Listen checks made as reactions. <p
class=sub>If you have the Alertness feat, you get a +2 bonus on Listen
checks. <p class=sub>A ranger gains a bonus on Listen checks when using
this skill against a favored enemy (see page 47). <p class=sub>An elf,
gnome, or halfling has a +2 racial bonus on Listen checks, thanks to the
keen ears with which members of those races are blessed. <p class=sub>A
half-elf has a +1 racial bonus on Listen checks. Her hearing is good
because of her elven heritage, but not as keen as that of a full elf. <p
class=sub>A sleeping character may make Listen checks at a -10 penalty. A
successful check awakens the sleeper."
}, {
id: 29,
name: "Move Silently",
=======================================
--- /trunk/charmgrjs/spells.js Fri Oct 2 15:24:42 2009
+++ /trunk/charmgrjs/spells.js Mon Oct 5 09:19:03 2009
@@ -3842,7 +3842,7 @@
save: "Will negs",
sr: "Yes",
phb: 241,
- detail: ""
+ detail: "This spell functions like <i>hold person</i>, except that it
affects an animal instead of a humanoid"
}, {
id: 254,
name: "Hold Monster",
@@ -3857,7 +3857,7 @@
save: "Will negs",
sr: "Yes",
phb: 241,
- detail: ""
+ detail: "This spell functions like <i>hold person</i>, except that it
affects any living creature that fails its Will save. <p
class=sub><i>Arcane Material Component</i>: One hard metal bar or rod,
which can be as small as a three-penny nail. "
}, {
id: 255,
name: "Hold Monster, Mass",
@@ -3872,7 +3872,7 @@
save: "Will negs",
sr: "Yes",
phb: 241,
- detail: ""
+ detail: "This spell functions like <i>hold person</i>, except that it
affects multiple creatures and holds any living creature that fails its
Will save."
}, {
id: 256,
name: "Hold Person",
@@ -3887,7 +3887,7 @@
save: "Will negs",
sr: "Yes",
phb: 241,
- detail: ""
+ detail: "The subject becomes paralyzed and freezes in place. It is
aware and breathes normally but cannot take any actions, even speech. Each
round on its turn, the subject may attempt a new saving throw to end the
effect. (This is a full-round action that does not provoke attacks of
opportunity.) <p class=sub>A winged creature who is paralyzed cannot flap
its wings and falls. A swimmer can’t swim and may drown. <p
class=sub><i>Arcane Focus</i>: A small, straight piece of iron."
}, {
id: 257,
name: "Hold Person, Mass",
@@ -3902,7 +3902,7 @@
save: "Will negs",
sr: "Yes",
phb: 241,
- detail: ""
+ detail: "This spell functions like <i>hold person</i>, except as noted
above."
}, {
id: 258,
name: "Hold Portal",
@@ -3917,7 +3917,7 @@
save: "-",
sr: "-",
phb: 241,
- detail: ""
+ detail: "This spell magically holds shut a door, gate, window, or
shutter of wood, metal, or stone. The magic affects the portal just as if
it were securely closed and normally locked. A <i>knock</i> spell or a
successful <i>dispel magic</i> spell can negate a <i>hold portal</i> spell.
For a portal affected by this spell, add 5 to the normal DC for forcing
open the portal."
}, {
id: 259,
name: "Holy Aura",
@@ -3932,7 +3932,7 @@
save: "Special",
sr: "Yes",
phb: 241,
- detail: ""
+ detail: "A brilliant divine radiance surrounds the subjects,
protecting them from attacks, granting them resistance to spells cast by
evil creatures, and causing evil creatures to become blinded when they
strike the subjects. This abjuration has four effects. <p class=sub>First,
each warded creature gains a +4 deflection bonus to AC and a +4 resistance
bonus on saves. Unlike <i>protection from evil</i>, this benefit applies
against all attacks, not just against attacks by evil creatures. <p
class=sub>Second, each warded creature gains spell resistance 25 against
evil spells and spells cast by evil creatures. <p class=sub>Third, the
abjuration blocks possession and mental influence, just as <i>protection
from evil</i> does. <p class=sub>Finally, if an evil creature succeeds on a
melee attack against a warded creature, the offending attacker is blinded
(Fortitude save negates, as <i>blindness/deafness</i>, but against <i>holy
aura</i>’s save DC). <p class=sub><i>Focus</i>: A tiny reliquary containing
some sacred relic, such as a scrap of cloth from a saint’s robe or a piece
of parchment from a holy text. The reliquary costs at least 500 gp."
}, {
id: 260,
name: "Holy Smite",
@@ -3947,7 +3947,7 @@
save: "Will part",
sr: "Yes",
phb: 241,
- detail: ""
+ detail: "You draw down holy power to smite your enemies. Only evil and
neutral creatures are harmed by the spell; good creatures are unaffected.
<p class=sub>The spell deals 1d8 points of damage per two caster levels
(maximum 5d8) to each evil creature in the area (or 1d6 points of damage
per caster level, maximum 10d6, to an evil outsider) and causes it to
become blinded for 1 round. A successful Will saving throw reduces damage
to half and negates the blinded effect. <p class=sub>The spell deals only
half damage to creatures who are neither good nor evil, and they are not
blinded. Such a creature can reduce that damage by half (down to
one-quarter of the roll) with a successful Will save."
}, {
id: 261,
name: "Holy Sword",
@@ -3962,7 +3962,7 @@
save: "-",
sr: "-",
phb: 242,
- detail: ""
+ detail: "This spell allows you to channel holy power into your sword,
or any other melee weapon you choose. The weapon acts as a +5 <i>holy
weapon</i> (+5 enhancement bonus on attack and damage rolls, extra 2d6
damage against evil opponents). It also emits a <i>magic circle against
evil</i> effect (as the spell). If the <i>magic circle</i> ends, the sword
creates a new one on your turn as a free action. The spell is automatically
canceled 1 round after the weapon leaves your hand. You cannot have more
than one <i>holy sword</i> at a time. <p class=sub>If this spell is cast on
a magic weapon, the powers of the spell supersede any that the weapon
normally has, rendering the normal enhancement bonus and powers of the
weapon inoperative for the duration of the spell. This spell is not
cumulative with <i>bless weapon</i> or any other spell that might modify
the weapon in any way. <p class=sub>This spell does not work on artifacts.
<p class=sub><i>Note</i>: A masterwork weapon’s bonus to attack does not
stack with an enhancement bonus to attack."
}, {
id: 262,
name: "Holy Word",
@@ -3977,7 +3977,7 @@
save: "Special",
sr: "Yes",
phb: 242,
- detail: ""
+ detail: "Any nongood creature within the area that hears the <i>holy
word</i> suffers the following ill effects.<table> <tr
class=header><td>HD</td><td>Effect</td></tr> <tr class=detail><td>Equal to
caster level</td><td>Deafened</td></tr> <tr class=detail><td>Up to caster
level –1</td><td>Blinded, deafened</td></tr> <tr class=detail><td>Up to
caster level –5</td><td>Paralyzed, blinded, deafened</td></tr> <tr
class=detail><td>Up to caster level –10</td><td>Killed, paralyzed, blinded,
deafened</td></tr> </table> <p class=sub>The effects are cumulative and
concurrent. No saving throw is allowed against these effects. <p
class=sub><i>Deafened</i>: The creature is deafened for 1d4 rounds. <p
class=sub><i>Blinded</i>: The creature is blinded for 2d4 rounds. <p
class=sub><i>Paralyzed</i>: The creature is paralyzed and helpless for 1d10
minutes. <p class=sub><i>Killed</i>: Living creatures die. Undead creatures
are destroyed. <p class=sub>Furthermore, if you are on your home plane when
you cast this spell, nongood extraplanar creatures within the area are
instantly banished back to their home planes. Creatures so banished cannot
return for at least 24 hours. This effect takes place regardless of whether
the creatures hear the <i>holy word</i>. The banishment effect allows a
Will save (at a –4 penalty) to negate. <p class=sub>Creatures whose HD
exceed your caster level are unaffected by <i>holy word</i>."
}, {
id: 263,
name: "Horrid Wilting",
@@ -3992,7 +3992,7 @@
save: "Fort half",
sr: "Yes",
phb: 242,
- detail: ""
+ detail: "This spell evaporates moisture from the body of each subject
living creature, deal-ing 1d6 points of damage per caster level (maximum
20d6). This spell is especially devastating to water elementals and plant
creatures, which instead take 1d8 points of damage per caster level
(maximum 20d8). <p class=sub><i>Arcane Material Component</i>: A bit of
sponge."
}, {
id: 264,
name: "Hypnotic Pattern",
@@ -4007,7 +4007,7 @@
save: "Will negs",
sr: "Yes",
phb: 242,
- detail: ""
+ detail: "A twisting pattern of subtle, shifting colors weaves through
the air, fascinating creatures within it. Roll 2d4 and add your caster
level (maximum 10) to determine the total number of Hit Dice of creatures
affected. Creatures with the fewest HD are affected first; and, among
creatures with equal HD, those who are closest to the spell’s point of
origin are affected first. Hit Dice that are not sufficient to affect a
creature are wasted. Affected creatures become fascinated by the pattern of
colors. Sightless creatures are not affected. <p class=sub>A wizard or
sorcerer need not utter a sound to cast this spell, but a bard must sing,
play music, or recite a rhyme as a verbal component. <p
class=sub><i>Material Component</i>: A glowing stick of incense or a
crystal rod filled with phos-phorescent material."
}, {
id: 265,
name: "Hypnotism",
@@ -4022,7 +4022,7 @@
save: "Will negs",
sr: "Yes",
phb: 242,
- detail: ""
+ detail: "Your gestures and droning incantation fascinate nearby
creatures, causing them to stop and stare blankly at you. In addition, you
can use their rapt attention to make your suggestions and requests seem
more plausible. Roll 2d4 to see how many total Hit Dice of creatures you
affect. Creatures with fewer HD are affected before creatures with more HD.
Only creatures that can see or hear you are affected, but they do not need
to understand you to be fascinated. <p class=sub>If you use this spell in
combat, each target gains a +2 bonus on its saving throw. If the spell
affects only a single creature not in combat at the time, the saving throw
has a penalty of –2. <p class=sub>While the subject is fascinated by this
spell, it reacts as though it were two steps more friendly in attitude (see
Influencing NPC Attitudes, page 72). This allows you to make a single
request of the affected creature (provided you can communicate with it).
The request must be brief and reasonable. Even after the spell ends, the
creature retains its new attitude toward you, but only with respect to that
particular request.<p class=sub>A creature that fails its saving throwdoes
not remember that you enspelled it."
}, {
id: 266,
name: "Ice Storm",