Revision: 344
Author: todd.chambery
Date: Sun Oct 4 15:06:05 2009
Log: completed weapons edit refactoring
http://code.google.com/p/charactermanager/source/detail?r=344
Added:
/trunk/charmgrjs/resources/felonious.grendel
/trunk/charmgrjs/resources/properties
/trunk/charmgrjs/resources/weapons
/trunk/charmgrjs/weapons-ui.js
Modified:
/trunk/charmgrjs/armor.js
/trunk/charmgrjs/edit.js
/trunk/charmgrjs/edit_weapons.js
/trunk/charmgrjs/skills.js
=======================================
--- /dev/null
+++ /trunk/charmgrjs/resources/felonious.grendel Sun Oct 4 15:06:05 2009
@@ -0,0 +1,1 @@
+{"name":"Felonious","xp":"26040","hp":"42","race_id":"4","class_id":"7","alignment_id":"0","goodness_id":"0","deity_id":"0","domain_id":"0","weapon_style":"archery","abilities":{"0":"16","1":"21","2":"10","3":"13","4":"12","5":"13"},"weapons":{"0":{"weapon_id":"34","name":"Mithrandir's","damage":"1d8","critical":"x3","note":"+2
vs
Giant/Goblin kin,
light/dark/fire","attack":"+2"},"1":{"weapon_id":"48"}},"armor":{"0":{"armor_id":"1"}},"feats":[{"feat_id":35},{"feat_id":49},{"feat_id":51},{"feat_id":74}]}
=======================================
--- /dev/null
+++ /trunk/charmgrjs/resources/properties Sun Oct 4 15:06:05 2009
@@ -0,0 +1,246 @@
+#jEdit properties
+#Mon Sep 14 07:20:09 EDT 2009
+projectviewer.gui.ImportDialog.x=50
+prev-line.shortcut2=C+i
+helpviewer.width=752
+quicknotepad.dock-position=floating
+vfs.browser.last-filter=*[^~\#]
+jdiff.selected-highlight-inserted-color=\#99cc66
+view.extendedState=4
+view.structureHighlightColor=\#ffff00
+indent-lines.shortcut=
+select-line-end.shortcut=CAS+SEMICOLON
+prev-word.shortcut2=CA+j
+plugin-options.last=quicknotepad
+plugin-blacklist.WhiteSpace.jar=false
+jdiff.inserted-color=\#99cc66
+tip.show=false
+error-list.errorColor=\#ff0000
+plugin-blacklist.xmlrpc-client-3.1.jar=false
+error-list.warningColor=\#ffa800
+view.y=25
+view.x=559
+new-file.shortcut=CA+n
+select-prev-char.shortcut2=CS+j
+buffer.encoding=UTF-8
+console.warningColor=\#ffa800
+plugin-blacklist.Templates.jar=false
+view.fracFontMetrics=true
+search.skipHidden.toggle=true
+view.style.keyword3=color\:\#cc6600
+view.style.keyword2=color\:\#00cc99
+view.style.keyword1=color\:\#ffa500
+projectviewer.create_project.splitter=115
+view.search.hypersearch.toggle=false
+plugin-blacklist.commons-codec-1.3.jar=false
+select-line-end.shortcut2=CS+SEMICOLON
+view.width=589
+view.antiAlias=subpixel
+view.gutter.focusBorderColor=\#ffff00
+search-in-open-buffers.shortcut=
+plugin-blacklist.commons-logging-1.1.jar=false
+view.height=704
+line-home.shortcut2=CA+h
+plugin-blacklist.ProjectViewer.jar=false
+search.ignoreCase.toggle=false
+console.errorColor=\#ff0000
+white-space.whitespace-color=\#ff6600
+jdiff.highlight-changed-color=\#ffff90
+search.width=494
+plugin-options.height=568
+prev-line.shortcut=CA+i
+delete-line.shortcut=
+view.status.foreground=\#f5deb3
+view.style.operator=color\:\#00ffff
+white-space.tab-color=\#6c92b8
+plugin-manager.width=558
+helpviewer.height=529
+projectviewer.gui.ImportDialog.height=603
+plugin-blacklist.JakartaCommons.jar=false
+plugin-blacklist.commons-httpclient-3.0.1.jar=false
+status.errorWidget.y=50
+status.errorWidget.x=50
+projectviewer.gui.ImportDialog.width=437
+buffer.tabSize=4
+view.gutter.highlightColor=\#00cd00
+white-space.block-color=\#006633
+search.hypersearch.toggle=false
+swap-marker.shortcut=
+search.skipBinary.toggle=true
+plugin-blacklist.commons-lang-2.3.jar=false
+options.y=115
+options.x=485
+select-marker.shortcut=
+search.height=420
+status.errorWidget.height=421
+Embolden.shortcut=C+e C+b
+projectviewer.filechooser.directory=/media/Puerto Juan/charmgrjs
+search.beanshell.toggle=false
+select-next-line.shortcut3=CAS+k
+view.fontsize=10
+select-next-line.shortcut2=CS+k
+view.style.markup=color\:\#00aae2
+view.thickCaret=false
+plugin-options.width=619
+view.gutter.markerColor=\#006666
+options.height=609
+jdiff.changed-color=\#ffcc66
+plugin-blacklist.xmlrpc-common-3.1.jar=false
+select-next-word.shortcut2=CAS+l
+Italicize.shortcut=C+e C+i
+jdiff.overview-inserted-color=\#99cc66
+console.plainColor=\#000000
+console.infoColor=\#009600
+next-buffer.shortcut2=C+n
+fallbackEncodings=
+projectviewer.y=50
+toggle-word-wrap.shortcut=CA+PERIOD
+projectviewer.x=50
+select-next-line.shortcut=CAS+k
+plugin-blacklist.log4j-1.2.14.jar=false
+goto-marker.shortcut=
+tasklist.highlight.color=\#ffffff
+ignore-case.shortcut=
+helpviewer.splitter=250
+vfs.browser.status.width=100
+view.selectionColor=\#676700
+goto-line.shortcut=
+vfs.browser.dock-position=floating
+select-prev-line.shortcut2=CS+i
+console.bgColor=\#ffffff
+encodingDetectors=BOM XML-PI
+expand-abbrev.shortcut=
+search.subdirs.toggle=false
+plugin-options.splitter=126
+line-end.shortcut=C+SEMICOLON
+status.errorWidget.width=644
+buffer.indentSize=4
+select-prev-word.shortcut2=CAS+j
+next-char.shortcut2=C+l
+next-textarea.shortcut2=C+m
+jdiff.highlight-deleted-color=\#ff9090
+vfs.browser.dialog.width=471
+icon-theme=tango
+jdiff.overview-changed-color=\#ffcc66
+white-space.space-color=\#727b84
+log-viewer.dock-position=floating
+projectviewer.width=124
+plugin-blacklist.bcel-5.2.jar=false
+projectviewer.dock-position=left
+quick-search.shortcut2=C+u
+plugin-manager.y=50
+plugin-manager.x=50
+console.fontsize=12
+vfs.browser.dialog.y=50
+vfs.browser.dialog.x=146
+options.shortcuts.select.index=0
+appearance.continuousLayout=false
+D_a_D_Fixup.shortcut=C+e C+d
+jdiff.selected-highlight-changed-color=\#ffcc66
+io-progress-monitor.dock-position=floating
+select-prev-line.shortcut=CAS+i
+plugin-blacklist.CommonControls.jar=false
+view.lineHighlightColor=\#002601
+view.caretColor=\#00cc33
+plugin-manager.mirror.cached-id=switch
+projectviewer.height=499
+line-home.shortcut=C+h
+select-line-home.shortcut2=CAS+h
+last-action.shortcut=
+view.status.background=\#2f4f4f
+delete.shortcut2=C+d
+search.regexp.toggle=true
+Remove_newline_in_selection.shortcut=C+e C+n
+vfs.browser.size.width=100
+view.style.function=color\:\#b2dfee
+search.y=418
+search.x=-5
+view.eolMarkerColor=\#009999
+console.font=monospaced
+plugin-manager.extendedState=0
+plugin-blacklist.TextTools.jar=false
+plugin-blacklist.commons-net-1.4.1.jar=false
+view.gutter.structureHighlightColor=\#ffff00
+plugin-manager.height=634
+jdiff.deleted-color=\#ff6666
+lookAndFeel=com.sun.java.swing.plaf.gtk.GTKLookAndFeel
+helpviewer.y=50
+helpviewer.x=50
+plugin-blacklist.oro-2.0.8.jar=false
+search.wrap.toggle=true
+plugin-blacklist.velocity-1.5.jar=false
+view.gutter.noFocusBorderColor=\#808080
+plugin-blacklist.ws-commons-util-1.0.2.jar=false
+plugin-blacklist.commons-collections-3.2.jar=false
+view.gutter.fgColor=\#ffffcc
+plugin-blacklist.kappalayout.jar=false
+view.style.literal4=color\:\#ff9966
+view.style.literal3=color\:\#ff0099
+view.style.literal2=color\:\#ffff66
+cut-append.shortcut=
+view.style.literal1=color\:\#00cd00
+jdiff.invalid-color=\#cccccc
+projectviewer.create_project.height=342
+prev-char.shortcut2=C+j
+record-temp-macro.shortcut=
+vfs.browser.modified.width=100
+line-end.shortcut2=CA+SEMICOLON
+options.abbrevs.combobox.index=0
+view.style.comment3=color\:\#ccccff
+view.style.comment2=color\:\#99ff99
+view.gutter.bgColor=\#003333
+view.style.comment1=color\:\#bebebe
+view.fgColor=\#f5deb3
+search-in-directory.shortcut=
+jdiff.overview-deleted-color=\#ff6666
+run-temp-macro.shortcut=
+vfs.browser.dialog.height=418
+view.bgColor=\#2f4f4f
+firstTime=false
+view.font=DejaVu Sans Mono
+plugin-options.y=50
+options.width=768
+plugin-options.x=50
+resetUndoOnSave=false
+white-space.fold-color=\#cccccc
+jdiff.overview-invalid-color=\#cccccc
+vfs.browser.horizontalSplitter=84
+options.splitter=162
+search.replace.value=,
+plugin-blacklist.JDiffPlugin.jar=false
+center-caret.shortcut=
+record-macro.shortcut=
+next-line.shortcut2=C+k
+view.style.label=color\:\#ffffcc style\:i
+prev-buffer.shortcut2=CS+n
+redo.shortcut2=C+y
+plugin-blacklist.EditorScheme.jar=false
+jdiff.highlight-inserted-color=\#d9ff90
+plugin-blacklist.GnuRegexp.jar=false
+jdiff.selected-highlight-deleted-color=\#ff6666
+helpviewer.extendedState=0
+view.gutter.lineNumbers=true
+next-word.shortcut2=CA+l
+stop-recording.shortcut=
+projectviewer.create_project.width=457
+buffer.deepIndent=false
+select-next-char.shortcut2=CS+l
+projectviewer.extendedState=0
+view.docking.framework=Original
+vfs.browser.type.width=100
+view.style.digit=color\:\#cdcd00
+console.fontstyle=0
+join-lines.shortcut=
+Text/Insert_Tag.shortcut=C+e C+o
+select-line-home.shortcut=CS+h
+Table_cell-ify.shortcut=C+e C+u
+D&D_Fixup.shortcut=C+e C+h
+search.find.value=\\n
+next-line.shortcut=CA+k
+view.style.foldLine.3=color\:\#99ff99 bgColor\:\#504655 style\:b
+view.style.foldLine.2=color\:\#99ff99 bgColor\:\#608a6e style\:b
+projectviewer.create_project.y=50
+view.style.foldLine.1=color\:\#99ff99 bgColor\:\#5d5d50 style\:b
+projectviewer.create_project.x=50
+view.style.foldLine.0=color\:\#99ff99 bgColor\:\#006699 style\:b
+projectviewer.gui.ImportDialog.y=50
=======================================
--- /dev/null
+++ /trunk/charmgrjs/weapons-ui.js Sun Oct 4 15:06:05 2009
@@ -0,0 +1,3 @@
+function build_weapons_selector(chardata) {
+
+}
=======================================
--- /trunk/charmgrjs/armor.js Sat Oct 3 13:23:43 2009
+++ /trunk/charmgrjs/armor.js Sun Oct 4 15:06:05 2009
@@ -1,11 +1,11 @@
-var armor_edit_data = [ "bon", "ACP", "note" ];
+var armor_edit_data = [ "bon", "acp", "note" ];
var armor = new TAFFY([{
id: 0,
name: "Padded",
cost: "5 gp",
- armor_bonus: 1,
+ bon: 1,
max_dex_bonus: 8,
- armor_check_penalty: 0,
+ acp: 0,
spell_fail: "5%",
speed30: "30 ft.",
speed20: "20 ft.",
@@ -15,9 +15,9 @@
id: 1,
name: "Leather",
cost: "10 gp",
- armor_bonus: 2,
+ bon: 2,
max_dex_bonus: 6,
- armor_check_penalty: 0,
+ acp: 0,
spell_fail: "10%",
speed30: "30 ft.",
speed20: "20 ft.",
@@ -27,9 +27,9 @@
id: 2,
name: "Studded leather",
cost: "25 gp",
- armor_bonus: 3,
+ bon: 3,
max_dex_bonus: 5,
- armor_check_penalty: -1,
+ acp: -1,
spell_fail: "15%",
speed30: "30 ft.",
speed20: "20 ft.",
@@ -39,9 +39,9 @@
id: 3,
name: "Chain shirt",
cost: "100 gp",
- armor_bonus: 4,
+ bon: 4,
max_dex_bonus: 4,
- armor_check_penalty: -2,
+ acp: -2,
spell_fail: "20%",
speed30: "30 ft.",
speed20: "20 ft.",
@@ -51,9 +51,9 @@
id: 4,
name: "Hide",
cost: "15 gp",
- armor_bonus: 3,
+ bon: 3,
max_dex_bonus: 4,
- armor_check_penalty: -3,
+ acp: -3,
spell_fail: "20%",
speed30: "20 ft.",
speed20: "15 ft.",
@@ -63,9 +63,9 @@
id: 5,
name: "Scale mail",
cost: "50 gp",
- armor_bonus: 4,
+ bon: 4,
max_dex_bonus: 3,
- armor_check_penalty: -4,
+ acp: -4,
spell_fail: "25%",
speed30: "20 ft.",
speed20: "15 ft.",
@@ -75,9 +75,9 @@
id: 6,
name: "Chainmail",
cost: "150 gp",
- armor_bonus: 5,
+ bon: 5,
max_dex_bonus: 2,
- armor_check_penalty: -5,
+ acp: -5,
spell_fail: "30%",
speed30: "20 ft.",
speed20: "15 ft.",
@@ -87,9 +87,9 @@
id: 7,
name: "Breastplate",
cost: "200 gp",
- armor_bonus: 5,
+ bon: 5,
max_dex_bonus: 3,
- armor_check_penalty: -4,
+ acp: -4,
spell_fail: "25%",
speed30: "20 ft.",
speed20: "15 ft.",
@@ -99,9 +99,9 @@
id: 8,
name: "Splint mail",
cost: "200 gp",
- armor_bonus: 6,
+ bon: 6,
max_dex_bonus: 0,
- armor_check_penalty: -7,
+ acp: -7,
spell_fail: "40%",
speed30: "20 ft.",
speed20: "15 ft.",
@@ -111,9 +111,9 @@
id: 9,
name: "Banded mail",
cost: "250 gp",
- armor_bonus: 6,
+ bon: 6,
max_dex_bonus: 1,
- armor_check_penalty: -6,
+ acp: -6,
spell_fail: "35%",
speed30: "20 ft.",
speed20: "15 ft.",
@@ -123,9 +123,9 @@
id: 10,
name: "Half-plate",
cost: "600 gp",
- armor_bonus: 7,
+ bon: 7,
max_dex_bonus: 0,
- armor_check_penalty: -7,
+ acp: -7,
spell_fail: "40%",
speed30: "20 ft.",
speed20: "15 ft.",
@@ -135,9 +135,9 @@
id: 11,
name: "Full plate",
cost: "1,500 gp",
- armor_bonus: 8,
+ bon: 8,
max_dex_bonus: 1,
- armor_check_penalty: -6,
+ acp: -6,
spell_fail: "35%",
speed30: "20 ft.",
speed20: "15 ft.",
@@ -147,9 +147,9 @@
id: 12,
name: "Buckler",
cost: "15 gp",
- armor_bonus: 1,
+ bon: 1,
max_dex_bonus: "-",
- armor_check_penalty: -1,
+ acp: -1,
spell_fail: "5%",
speed30: "-",
speed20: "-",
@@ -159,9 +159,9 @@
id: 13,
name: "Shield, small, wooden",
cost: "3 gp",
- armor_bonus: 1,
+ bon: 1,
max_dex_bonus: "-",
- armor_check_penalty: -1,
+ acp: -1,
spell_fail: "5%",
speed30: "-",
speed20: "-",
@@ -171,9 +171,9 @@
id: 14,
name: "Shield, small, steel",
cost: "9 gp",
- armor_bonus: 1,
+ bon: 1,
max_dex_bonus: "-",
- armor_check_penalty: -1,
+ acp: -1,
spell_fail: "5%",
speed30: "-",
speed20: "-",
@@ -183,9 +183,9 @@
id: 15,
name: "Shield, large, wooden",
cost: "7 gp",
- armor_bonus: 2,
+ bon: 2,
max_dex_bonus: "-",
- armor_check_penalty: -2,
+ acp: -2,
spell_fail: "15%",
speed30: "-",
speed20: "-",
@@ -195,9 +195,9 @@
id: 16,
name: "Shield, large, steel",
cost: "20 gp",
- armor_bonus: 2,
+ bon: 2,
max_dex_bonus: "-",
- armor_check_penalty: -2,
+ acp: -2,
spell_fail: "15%",
speed30: "-",
speed20: "-",
@@ -207,9 +207,9 @@
id: 17,
name: "Shield, tower",
cost: "30 gp",
- armor_bonus: 0,
+ bon: 0,
max_dex_bonus: "-",
- armor_check_penalty: -10,
+ acp: -10,
spell_fail: "50%",
speed30: "-",
speed20: "-",
@@ -219,9 +219,9 @@
id: 18,
name: "Armor spikes",
cost: "50 gp",
- armor_bonus: "-",
+ bon: "-",
max_dex_bonus: "-",
- armor_check_penalty: "-",
+ acp: "-",
spell_fail: "-",
speed30: "-",
speed20: "-",
@@ -230,9 +230,9 @@
id: 19,
name: "Gauntlet, locked",
cost: "8 gp",
- armor_bonus: "-",
+ bon: "-",
max_dex_bonus: "-",
- armor_check_penalty: "Special",
+ acp: "Special",
spell_fail: "-",
speed30: "-",
speed20: "-",
@@ -241,9 +241,9 @@
id: 20,
name: "Shield spikes",
cost: "10 gp",
- armor_bonus: "-",
+ bon: "-",
max_dex_bonus: "-",
- armor_check_penalty: "-",
+ acp: "-",
spell_fail: "-",
speed30: "-",
speed20: "-",
=======================================
--- /trunk/charmgrjs/edit.js Sat Oct 3 13:23:43 2009
+++ /trunk/charmgrjs/edit.js Sun Oct 4 15:06:05 2009
@@ -23,7 +23,7 @@
function build_edit_page(chardata) {
set_links_part(chardata, 1);
- var edit_page_layout = "<form name='charmgr'><div id='topline'
class='dp100'></div><div id='abilitiespart' class='dp100'></div><br
style='clear:both'/><div id='middlepart' class='dp60'><div id='weaponspart'
class='dp100'><div id='ranger_weapon_style'></div><div
id='char_weapons'></div><div id='new_weapon' class='new_weapon'></div><hr
width='100%' /></div><div id='armorpart' class='dp100'><div
id='char_armor'></div><div id='new_armor'
class='new_weapon'></div></div></div><div id='skillspart'
class='dp33'></div><div class='clear'></div></form>";
+ var edit_page_layout = "<form name='charmgr'><div id='topline'
class='dp100'></div><div id='abilitiespart' class='dp100'><div
id='separator'><hr width='100%' /></div></div><br style='clear:both'/><div
id='middlepart' class='dp60'><div id='weaponspart' class='dp100'><div
id='ranger_weapon_style'></div><div id='char_weapons'></div><div
id='new_weapon' class='new_weapon'></div><hr width='100%' /></div><div
id='armorpart' class='dp100'><div id='char_armor'></div><div id='new_armor'
class='new_weapon'></div></div></div><div id='skillspart'
class='dp33'></div><div class='clear'></div></form>";
$('#content').html(edit_page_layout);
// topline
=======================================
--- /trunk/charmgrjs/edit_weapons.js Sat Oct 3 13:23:43 2009
+++ /trunk/charmgrjs/edit_weapons.js Sun Oct 4 15:06:05 2009
@@ -74,7 +74,7 @@
// TODO - this part might be better in recalc
for(var i in window[id_name + "_edit_data"]) {
var edit_attr_name = window[id_name + "_edit_data"][i];
- var value = chardata[data_name][i][edit_attr_name] == null ?
item[edit_attr_name] : chardata[data_name][i][edit_attr_name];
+ var value = chardata[data_name][j][edit_attr_name] == null ?
item[edit_attr_name] : chardata[data_name][j][edit_attr_name];
$("#" + id_name + "_" + j + edit_attr_name).val(value == null ? "" :
value);
}
}
=======================================
--- /trunk/charmgrjs/skills.js Thu Sep 24 14:01:09 2009
+++ /trunk/charmgrjs/skills.js Sun Oct 4 15:06:05 2009
@@ -99,7 +99,8 @@
class_data: ["x", "C", "x", "x", "x", "x", "x", "x", "C", "x", "x"],
synergies: [5],
feats: {
- 84: 2},
+ 84: 2
+ },
untrained: "Yes",
ability_id: 2,
detail: "Use this skill to tell an antique from old junk, a sword
that's old and fancy from an elven heirloom, and high-quality jewelry
from cheap stuff made to look good. <p class=sub><b>Check</b>: You can
appraise common or well-known objects with a DC 12 Appraise check. Failure
means that you estimate the value at 50% to 150%. The DM secretly rolls a
2d6+3, multiplies the result by 10%, multiplies the actual value by that
percentage, then tells you the resulting value for the item. (For a common
or well-known item, your chance of estimating the value within 10% is
fairly high even if you fail the check-in such a case, you made a lucky
guess.)</p><p class=sub>Appraising a rare or exotic item requires a
successful check against DC 15, 20, or higher. If the check is successful,
you estimate the value correctly; failure means you cannot estimate the
item's value.</p><p class=sub>A magnifying glass (page 130) gives you a
+2 circumstance bonus on Appraise checks involving any item that is small
or highly detailed, such as a gem. A merchant's scale (page 130) gives
you a +2 circumstance bonus on Appraise checks involving any items that are
valued by weight, including anything made of precious metals. These bonuses
stack.</p><p class=sub><b>Action</b>: Appraising an item takes 1 minute
(ten consecutive full-round actions).</p><p class=sub><b>Try Again</b>: No.
You can-not try again on the same object, regardless of success.</p><p
class=sub><b>Special</b>: A dwarf gets a +2 racial bonus on Appraise checks
that are related to stone or metal items because dwarves are familiar with
valuable items of all kinds (especially those made of stone or
metal).</p><p class=sub>The master of a raven familiar (see the Familiars
sidebar, page 52) gains a +3 bonus on Appraise checks.</p><p class=sub>A
character with the Diligent feat gets a +2 bonus on Appraise checks.</p><p
class=sub><b>Synergy</b>: If you have 5 ranks in any Craft skill, you gain
a +2 bonus on Appraise checks related to items made with that Craft skill
(see Craft, page 70). <p class=sub><b>Untrained</b>: For common items,
failure on an untrained check means no estimate. For rare items, success
means an estimate of 50% to 150% (2d6+3 times 10%)."
@@ -186,7 +187,7 @@
},
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><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."
}, {
id: 9,
name: "Disguise",
@@ -197,7 +198,7 @@
},
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><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."
}, {
id: 10,
name: "Escape Artist",
@@ -231,7 +232,7 @@
},
untrained: "Yes",
ability_id: 4,
- detail: "Use this skill for making contacts in an area, finding out
local gossip, rumormongering, and collecting general information. <p
class=sub><b>Check</b>: An evening's time, a few gold pieces for buying
drinks and making friends, and a DC 10 Gather Information check get you a
general idea of a city's major news items, assuming there are no
obvious reasons why the information would be withheld. (Such reasons might
include racial enmity�if you are an elf hanging out in an orc city, for
example�or your inability to speak the local language.) The higher your
check result, the better the information. <p class=sub>If you want to find
out about a specific rumor (�Which way to the ruined temple of Erythnul?�)
or a specific item (�What can you tell me about that pretty sword the
captain of the guard walks around with?�), or obtain a map, or do something
else along those lines, the DC for the check is 15 to 25, or even higher.
<p class=sub>Action: A typical Gather Information check takes 1d4+1 hours.
<p class=sub><b>Try Again</b>: Yes, but it takes time for each check.
Furthermore, you may draw attention to yourself if you repeatedly pursue a
certain type of information. <p class=sub><b>Special</b>: A half-elf has a
+2 racial bonus on Gather Information checks, thanks to her ability to
relate well to others. <p class=sub>If you have the Investigator feat, you
get a +2 bonus on Gather Information checks. <p class=sub><b>Synergy</b>:
If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on
Gather Information checks."
+ detail: "Use this skill for making contacts in an area, finding out
local gossip, rumormongering, and collecting general information. <p
class=sub><b>Check</b>: An evening's time, a few gold pieces for buying
drinks and making friends, and a DC 10 Gather Information check get you a
general idea of a city's major news items, assuming there are no
obvious reasons why the information would be withheld. (Such reasons might
include racial enmity�if you are an elf hanging out in an orc city, for
example�or your inability to speak the local language.) The higher your
check result, the better the information. <p class=sub>If you want to find
out about a specific rumor (�Which way to the ruined temple of
Erythnul?�) or a specific item (�What can you tell me about that pretty
sword the captain of the guard walks around with?�), or obtain a map, or
do something else along those lines, the DC for the check is 15 to 25, or
even higher. <p class=sub>Action: A typical Gather Information check takes
1d4+1 hours. <p class=sub><b>Try Again</b>: Yes, but it takes time for each
check. Furthermore, you may draw attention to yourself if you repeatedly
pursue a certain type of information. <p class=sub><b>Special</b>: A
half-elf has a +2 racial bonus on Gather Information checks, thanks to her
ability to relate well to others. <p class=sub>If you have the Investigator
feat, you get a +2 bonus on Gather Information checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Knowledge (local),
you get a +2 bonus on Gather Information checks."
}, {
id: 13,
name: "Handle Animal",
@@ -274,7 +275,7 @@
},
untrained: "Yes",
ability_id: 4,
- detail: "Use this skill to get a bully to back down, to frighten an
opponent, or to make a prisoner give you the information you want.
Intimidation includes verbal threats and body language. <p
class=sub><b>Check</b>: You can change another’s behavior with a successful
check. Your Intimidate check is opposed by the target’s modified level
check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any]
+ target’s modifiers on saves against fear). If you beat your target’s
check result, you may treat the target as friendly, but only for the
purpose of actions taken while it remains intimidated. (That is, the target
retains its normal attitude, but will chat, advise, offer limited help, or
advocate on your behalf while intimidated. See the Diplomacy skill, above,
for additional details.) The effect lasts as long as the target remains in
your presence, and for 1d6×10 minutes afterward. After this time, the
target’s default attitude toward you shifts to unfriendly (or, if normally
unfriendly, to hostile). <p class=sub>If you fail the check by 5 or more,
the target provides you with incorrect or useless information, or otherwise
frustrates your efforts. <p class=sub><b>Demoralize Opponent</b>: You can
also use Intimidate to weaken an opponent’s resolve in combat. To do so,
make an Intimidate check opposed by the target’s modified level check (see
above). If you win, the target becomes shaken for 1 round. A shaken
character takes a -2 penalty on attack rolls, ability checks, and saving
throws. You can intimidate only an opponent that you threaten in melee
combat and that can see you. <p class=sub><b>Action</b>: Varies. Changing
another’s behavior requires 1 minute of interaction. Intimidating an
opponent in combat is a standard action. <p class=sub><b>Try Again</b>:
Optional, but not recommended because retries usually do not work. Even if
the initial check succeeds, the other character can be intimidated only so
far, and a retry doesn’t help. If the initial check fails, the other
character has probably become more firmly resolved to resist the
intimidator, and a retry is futile. <p class=sub><b>Special</b>: You gain a
+4 bonus on your Intimidate check for every size category that you are
larger than your target. Conversely, you take a -4 penalty on your
Intimidate check for every size category that you are smaller than your
target. <p class=sub>A character immune to fear (such as a paladin of 3rd
level or higher) can’t be intimidated, nor can nonintelligent creatures. If
you have the Persuasive feat, you get a +2 bonus on Intimidate checks. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Bluff, you get a
+2 bonus on Intimidate checks."
+ detail: "Use this skill to get a bully to back down, to frighten an
opponent, or to make a prisoner give you the information you want.
Intimidation includes verbal threats and body language. <p
class=sub><b>Check</b>: You can change another’s behavior with a
successful check. Your Intimidate check is opposed by the target’s
modified level check (1d20 + character level or Hit Dice + target’s
Wisdom bonus [if any] + target’s modifiers on saves against fear). If you
beat your target’s check result, you may treat the target as friendly,
but only for the purpose of actions taken while it remains intimidated.
(That is, the target retains its normal attitude, but will chat, advise,
offer limited help, or advocate on your behalf while intimidated. See the
Diplomacy skill, above, for additional details.) The effect lasts as long
as the target remains in your presence, and for 1d6×10 minutes afterward.
After this time, the target’s default attitude toward you shifts to
unfriendly (or, if normally unfriendly, to hostile). <p class=sub>If you
fail the check by 5 or more, the target provides you with incorrect or
useless information, or otherwise frustrates your efforts. <p
class=sub><b>Demoralize Opponent</b>: You can also use Intimidate to weaken
an opponent’s resolve in combat. To do so, make an Intimidate check
opposed by the target’s modified level check (see above). If you win, the
target becomes shaken for 1 round. A shaken character takes a -2 penalty on
attack rolls, ability checks, and saving throws. You can intimidate only an
opponent that you threaten in melee combat and that can see you. <p
class=sub><b>Action</b>: Varies. Changing another’s behavior requires 1
minute of interaction. Intimidating an opponent in combat is a standard
action. <p class=sub><b>Try Again</b>: Optional, but not recommended
because retries usually do not work. Even if the initial check succeeds,
the other character can be intimidated only so far, and a retry doesn’t
help. If the initial check fails, the other character has probably become
more firmly resolved to resist the intimidator, and a retry is futile. <p
class=sub><b>Special</b>: You gain a +4 bonus on your Intimidate check for
every size category that you are larger than your target. Conversely, you
take a -4 penalty on your Intimidate check for every size category that you
are smaller than your target. <p class=sub>A character immune to fear (such
as a paladin of 3rd level or higher) can’t be intimidated, nor can
nonintelligent creatures. If you have the Persuasive feat, you get a +2
bonus on Intimidate checks. <p class=sub><b>Synergy</b>: If you have 5 or
more ranks in Bluff, you get a +2 bonus on Intimidate checks."
}, {
id: 17,
name: "Jump",
@@ -286,7 +287,7 @@
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><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."
}, {
id: 18,
name: "Knowledge (arcana)",
@@ -294,7 +295,7 @@
synergies: [],
untrained: "No",
ability_id: 2,
- detail: "description"
+ detail: "Like the Craft and Profession skills, Knowledge actually
encom-passes a number of unrelated skills. Knowledge represents a study of
some body of lore, possibly an academic or even scientific discipline.
Below are listed typical fields of study. With your DM's approval, you
can invent new areas of knowledge.<ul><li> Arcana (ancient mysteries, magic
traditions, arcane symbols, cryptic phrases, constructs, dragons, magical
beasts) <li> Architecture and engineering (buildings, aqueducts, bridges,
fortifications) <li> Dungeoneering (aberrations, caverns, oozes,
spelunking) <li> Geography (lands, terrain, climate, people) <li> History
(royalty, wars, colonies, migrations, founding of cities) <li> Local
(legends, personalities, inhabitants, laws, customs, tradi-tions,
humanoids) <li> Nature (animals, fey, giants, monstrous humanoids, plants,
seasons and cycles, weather, vermin) <li> Nobility and royalty (lineages,
heraldry, family trees, mottoes, personalities) <li> Religion (gods and
goddesses, mythic history, ecclesiastic tradi-tion, holy symbols, undead)
<li> The planes (the Inner Planes, the Outer Planes, the Astral Plane, the
Ethereal Plane, outsiders, elementals, magic related to the planes) </ul><p
class=sub><b>Check</b>: Answering a question within your field of study has
a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to
30 (for really tough questions). <p class=sub>In many cases, you can use
this skill to identify monsters and their special powers or
vulnerabilities. In general, the DC of such a check equals 10 + the
monster's HD. A successful check allows you to remember a bit of useful
information about that monster. For every 5 points by which your check
result exceeds the DC, you recall another piece of useful information. <p
class=sub><b>Action</b>: Usually none. In most cases, making a Knowledge
check doesn't take an actionâ€'you simply know the answer or you
don't. <p class=sub><b>Try Again</b>: No. The check represents what you
know, and thinking about a topic a second time doesn't let you know
something that you never learned in the first place. <p
class=sub><b>Synergy</b>: If you have 5 or more ranks in Knowledge
(arcana), you get a +2 bonus on Spellcraft checks. <p class=sub>If you have
5 or more ranks in Knowledge (architecture and engineering), you get a +2
bonus on Search checks made to find secret doors or hidden compartments. <p
class=sub>If you have 5 or more ranks in Knowledge (geography), you get a
+2 bonus on Survival checks made to keep from getting lost or to avoid
natural hazards. <p class=sub>If you have 5 or more ranks in Knowledge
(history), you get a +2 bonus on bardic knowledge checks (see page 28). <p
class=sub>If you have 5 or more ranks in Knowledge (local), you get a +2
bonus on Gather Information checks. <p class=sub>If you have 5 or more
ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in
aboveground natural environments (aquatic, desert, forest, hill, marsh,
mountains, or plains). <p class=sub>If you have 5 or more ranks in
Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.
<p class=sub>If you have 5 or more ranks in Knowledge (religion), you get a
+2 bonus on turning checks against undead (see page 159). <p class=sub>If
you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on
Survival checks made while on other planes. <p class=sub>If you have 5 or
more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival
checks made while underground. <p class=sub>If you have 5 or more ranks in
Survival, you get a +2 bonus on Knowledge (nature) checks. <p
class=sub><b>Untrained</b>: An untrained Knowledge check is simply an
Intelligence check. Without actual training, you know only common knowledge
(DC 10 or lower). "
}, {
id: 19,
name: "Knowledge (architecture and engineering)",
@@ -302,7 +303,7 @@
synergies: [],
untrained: "No",
ability_id: 2,
- detail: "description"
+ detail: "See Knowledge (arcana).<p class=sub>If you have 5 or more
ranks in Knowledge (architecture and engineering), you get a +2 bonus on
Search checks made to find secret doors or hidden compartments."
}, {
id: 20,
name: "Knowledge (dungeoneering)",
@@ -473,8 +474,8 @@
class_data: ["x", "C", "C", "C", "x", "x", "x", "x", "x", "C", "C"],
synergies: [18, 43],
feats: {
- 97: 2
-},
+ 97: 2
+ },
untrained: "No",
ability_id: 2,
detail: "description"