
Bleach extreme
Skills
Ability Checks
Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a roll of d20 plus the appropriate ability modifier. Essentially, you're making an untrained skill check.
Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a roll of d20 plus the appropriate ability modifier. Essentially, you're making an untrained skill check.
Skill Descriptions
This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here. Here is the format for skill descriptions.
Skill Name
The skill name line includes (in addition to the name of the skill) the following information.
Key Ability
The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language; as its key ability because the use of this skill does not require a check.
Trained Only
If this notation is included in the skill name line, you must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Untrained section (see below).
Armor Check Penalty
If this notation is included in the skill name line, an armor check penalty applies (when appropriate) to checks using this skill. If this entry is absent, an armor check penalty does not apply.
The skill name line is followed by a general description of what using the skill represents. After the description are a few other types of information:
Check
What a character (“you” in the skill description) can do with a successful skill check and the check’s DC.
Action
The type of action using the skill requires, or the amount of time required for a check.
Try Again
Any conditions that apply to successive attempts to use the skill successfully. If the skill doesn’t allow you to attempt the same task more than once, or if failure carries an inherent penalty (such as with the Climb skill), you can't take 20. If this paragraph is omitted, the skill can be retried without any inherent penalty, other than the additional time required.
Special
Any extra facts that apply to the skill, such as special effects deriving from its use or bonuses that certain characters receive because of class, feat choices, or race.
Untrained
This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry doesn’t appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can’t attempt checks with this skill (for skills that are designated as “Trained Only”).
Skills Summary
Your maximum rank in a class skill is your character level + 3.
Your maximum rank in a cross-class skill is one-half of this number (do not round up or down).
Using Skills
To make a skill check, roll: d20 + skill modifier (Skill modifier = skill rank + ability modifier + miscellaneous modifiers)
This roll works just like an attack roll or a saving throw; the higher the roll, the better. Either you're trying to match or exceed a certain Difficulty Class (DC), or you're trying to beat another character's check result.
Skill Ranks
A character's number of ranks in a skill is based on how many skill points a character has invested in a skill. Many skills can be used even if the character has no ranks in them; doing this is called making an untrained skill check.
Ability Modifier
The ability modifier used in a skill check is the modifier for the skill’s key ability (the ability associated with the skill’s use). The key ability of each skill is noted in its description.
Miscellaneous Modifiers
Miscellaneous modifiers include racial bonuses, armor check penalties, and bonuses provided by feats, among others.
Each skill point you spend on a class skill gets you 1 rank in that skill. Class skills are the skills found on your character’s class skill list. Each skill point you spend on a cross-class skill gets your character ½ rank in that skill. Cross-class skills are skills not found on your character’s class skill list. (Half ranks do not improve your skill check, but two ½ ranks make 1 rank.) You can’t save skill points to spend later.
The maximum rank in a class skill is the character’s level +3. If it’s a cross-class skill, the maximum rank is half of that number (do not round up or down).
Regardless of if a skill is purchased as a class skill or a cross-class skill, if it is a class skill for any of your classes, your maximum rank equals your total character level + 3.

Skill descriptions
Acrobatics: (QCK) Use this skill to test your balance on narrow or unstable surfaces, to escape from a grab or from restraints, and (if you're trained) to reduce your damage when you fall.
Athletics: (STR) Use this skill to climb, swim, or jump and other physical acts.
Bluff: (CHA) Use this skill to make wha's false appear to be true, fast-talk a guard, con a merchant, or tell lies.
Diplomacy: (CHA) Use this skill to influence other with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith.
Endurance: (FORT) Use this skill to stave off ill effects and to push beyond normal physical limits.
Heal: (SPP) Use this skill to administer first aid, stabilize a dying character, grant a saving throw, or treat a disease.
Knowledge: (INT) you have knowledge about Soul society, Sereitei, Human World, Quincy, Hollow, Arrancar, Vizard
Insight: (INT) Use this skill to discern intent and decipher body language, making a best guess as to a target's motives, attitudes, and truthfulness.
Intimidate: (FORT) Use this skill to influence others through hostile actions and overt threats.
Survival: (FORT) Survive in the wilderness or area without accommodations.
Soul Search: (SPP) (Listen, Search, and Spot) Use this skill to notice clues, spots imminent dangers, and locate hidden objects.
Stealth: (QCK) Use this skill to hide and move silently.
Streetwise: (CHA) You know how to get the lay of the land in an urban setting.
Suppress Reiatsu: (SPP) Hide you Reiatsu
Thievery: (QCK)
Acrobatics
Armor Check Penalty
You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.
Acrobatic Stunt
Make an Acrobatics check to swing from a rope, somersault over an opponent, jump on a dragon's back while he's in flight, or attempt any other acrobatic stunt that you can imagine and that your Game Master agrees to let you try. The GM sets the Difficulty Check based on the complexity of the stunt and the danger of the situation. If the stunt fails, you fall prone in the square where you began the stunt (the GM might change where you land, depending on the specific stunt and situation). Your GM always has the right to say that a stunt won’t work in a particular situation or to set a high DC.
• Acrobatic Stunt: Standard action or move action, depending on the stunt.
o Base DC 15.
o Success: You perform an acrobatic stunt.
o Failure: You fail to pull off the stunt and might fall or suffer some other consequence.
Balance
Make an Acrobatics check to move across a surface less than 1 foot wide (such as a ledge or a tightrope) or across an unstable surface (such as a wind-tossed rope bridge or a rocking log).
Balance: Part of a move action.
o DC: See the table.
o Success: You can move one-half your speed across a narrow or unstable surface.
o Fail by 4 or Less: You stay in the square you started in and lose the rest of your move action, but you don’t fall. You can try again aspart of a move action.
o Fail by 5 or More: You fall off the surface (see Falling) and lose the rest of your move action. If you are trying to move across an unstable surface that isn’t narrow, you instead fall prone in the square you started in. You can try again as part of a move action if you’re still on the surface.
o Grant Combat Advantage: While you are balancing, enemies have combat advantage against you.
o Taking Damage: If you take damage, you must make a new Acrobatics check to remain standing.

Escape from a Grab
Make an Acrobatics check to wriggle out of a grab (see Escape). You can also make escape attempts to get away from other immobilizing effects, as directed by your GM.
Escape from Restraints
Make an Acrobatics check to slip free of restraints.
Escape from Restraints: 5 minutes.
o DC: Base DC 20. The DC is determined by the type of restraint and its quality, as set by the DM.
o Fast Escape: You can make an escape attempt as a standard action, but the DC increases by 10.
o Success: You slip free of a physical restraint.
o Failure: You can try again only if someone else aids you.
Reduce Falling Damage (Trained Only)
If you fall or jump down from a height, you can make an Acrobatics check to reduce the amount of falling damage you take.
• Reduce Falling Damage: Free action if you fall or a move action if you jump down.
o Damage Reduced: Make an Acrobatics check, and reduce the amount of falling damage you take by one-half your check result (round down).
Example: The floor beneath you swings open over a pit, and you make an Acrobatics check to reduce the falling damage. The pit is 40 feet deep, resulting in 24 points of damage (from a roll of 4d10). Your Acrobatics check result is 21, which reduces the damage by 10. You take 14 points of damage from the fall.
Athletics
Armor Check Penalty
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.
Climb
Make an Athletics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder.
Part of a move action.
DC: See the table. If you use a climber’s kit, you get a +2 bonus to your Athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your check.
Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square.
Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
Fail by 5 or More: You fall (Falling) and lose the rest of your move action.
Grant Combat Advantage: While you are climbing, all enemies have combat advantage against you.
Uses Movement: Count the number of squares you climb as part of your move.
Taking Damage: If you take damage while climbing, you must make a Climb check using the DC for the surface you’re climbing. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the DC to catch yourself.
Catch Hold: If you fall while climbing, you can make an Athletics check as a free action to catch hold of something to stop your fall. The base DC to catch hold of something is the DC of the surface you were climbing plus 5, modified by circumstances. You can make one check to catch hold. If you fail, you can’t try again unless the GM rules otherwise.
Climb Speed: While climbing, creatures that have a climb speed (such as monstrous spiders) use that speed, ignore difficult terrain, do not grant combat advantage because of climbing, and do not make Athletics checks to climb.
Escape from a Grab
Make an Athletics check to muscle out of a grab (see Escape). You can also make escape attempts to get away from other immobilizing effects, as directed by your GM.
Jump
Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, a patch of difficult terrain, a low wall, or some other obstacle.
High Jump: Part of a move action.
Distance Jumped Vertically: Make an Athletics check and divide your check result by 10 (round down). This is the number of feet you can leap up. The result determines the height that your feet clear with a jump. To determine if you can reach something while leaping, add your character’s height plus one-third rounded down (a 6-foot-tall character would add 8 feet to the final distance, and a 4-foottall character would add 5 feet).
Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10.
Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move.
Long Jump: Part of a move action.
Distance Jumped Horizontally: Make an Athletics check and divide your check result by 10 (don’t round the result). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your move action.
Distance Cleared Vertically: The vertical distance you clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action
.
Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10.
Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move.
Swim
Make an Athletics check to swim or to tread water. Different conditions make swimming harder. See the Endurance skill for information on swimming or treading water for an hour or more.
Swim or Tread Water: Part of a move action.
DC: See the table.
Success: You swim at one-half your speed, or you stay afloat and tread water.
Fail by 4 or Less: Stay where you are and lose the rest of your move action. You can try again as part of a move action.
Fail by 5 or More: Sink 1 square and risk suffocation by drowning.
Uses Movement: Count the number of squares you swim as part of your move.
Swim Speed: While swimming, creatures that have a swim speed use that speed and do not make Athletics checks to swim.
Bluff
You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You make a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies.
Your Bluff check is opposed by an observer’s Insight check. Your check might be opposed by multiple Insight checks, depending on how many observers can see and hear you and care about what’s going on. During a skill challenge, you might need to beat your observers’ Insight checks multiple times to succeed at bluffing them.
Bluff: Standard action in combat or part of a skill challenge.
Opposed Check: Bluff vs. Insight.
Gain Combat Advantage: Once per combat encounter, you can try to gain combat advantage against an adjacent enemy by feinting. As a standard action, make a Bluff check opposed by the enemy’s Insight check. If you succeed, you gain combat advantage against the enemy until the end of your next turn.
Create a Diversion to Hide: Once per combat encounter, you can create a diversion to hide. As a standard action, make a Bluff check opposed by the passive Insight check of any enemy that can see you. If you succeed, make a Stealth check opposed by the passive Perception check of any enemy present. If the Stealth check succeeds against an enemy, you are hidden from that enemy until the end of your turn or until you attack.
Diplomacy
You can influence others with your tact, subtlety, and social grace. Diplomacy is used to change opinions, to inspire good will, to haggle with a patron, to demonstrate proper etiquette and decorum, or to negotiate a deal in good faith.
A Diplomacy check is made against a DC set by the dungeon master. The target’s general attitude toward you (friendly or unfriendly, peaceful or hostile) and other conditional modifiers (such as what you might be seeking to accomplish or what you’re asking for) might apply to the DC. Diplomacy is usually used in a skill challenge that requires a number of successes, but the GM might call for a Diplomacy check in other situations.
Endurance
Armor Check Penalty
Endurance is linked to Fortitude. Make an Endurance check to stave off ill effects and to push yourself beyond normal physical limits.
Endurance
You can hold your breath for long periods of time, forestall the debilitating effects of hunger
and thirst, and swim or tread water for extended periods. Some environmental
hazards—including extreme temperatures, violent weather, and diseases—require you to
make an Endurance check to resist and delay debilitating effects.
Endurance: No action required.
DC: See the table. The check DC varies based on the situation and the level of a hazard.
Success: You endure a particular situation.
Failure: You can’t try again until circumstances change or a certain amount of time has elapsed.
Heal
You know how to help someone recover from wounds or debilitating conditions, including disease.
First Aid
Make a Heal check to administer first aid.
First Aid: Standard action.
DC: Varies depending on the task you’re attempting.
Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character’s current hit point total doesn’t change as a result of being stabilized.
Grant a Saving Throw: Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn.
Treat Disease
Make a Heal check to treat a character suffering from a disease. Chapter 3 of the Dungeon Master’s Guide has more information about disease.
Treat Disease: Part of the diseased character’s extended rest. You must attend the character periodically throughout the extended rest, and you make your Heal check when the rest ends.
Replaces Endurance: Your Heal check result determines the disease’s effects if the result is higher than the diseased character’s Endurance check result.
Knowledge
You have picked up knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This includes information pertaining to royalty and other leaders, wars, legends, significant personalities, laws, customs, traditions, and memorable events. If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field. Make a History check to remember a useful bit of historical knowledge or to recognize a historical clue.
Knowledge Checks
Regardless of the knowledge skill you’re using, refer to the rules here when making a knowledge check. Another use of the knowledge skills is for Hollow Knowledge Checks.
Common Knowledge: This includes the kind of general information that is commonly known about a given topic.
Expert Knowledge: This includes the kind of specialized information that only an expert in the field of study could possibly know.
Master Knowledge: This includes the kind of esoteric information that only a master in the field of study could possibly know.
Check
Knowledge Skill: No action required—either you know the answer or you don’t.
DC: See the table.
Success: You recall a useful bit of information in your field of knowledge or recognize a clue related to it.
Failure: You don’t recall any pertinent information. The GM might allow you to make a new check if further information comes to light.
Knowledge Skills:
Kidou
Dungeoneering
History
Nature
.
Dungeoneering Knowledge
Make a Dungeoneering check to remember a useful bit of knowledge about an underground environment or to recognize an underground hazard or clue. See Knowledge Checks. Examples of dungeoneering knowledge include determining cardinal directions while underground (common), recognizing a dangerous underground plant (expert), or spotting new construction or noticing a change in depth while exploring an area (expert).
Hollow Knowledge
Make a Dungeoneering check to identify a specific trait of the hollow.
Forage
Make a Dungeoneering check to locate and gather enough food and water to last for 24 hours. You can do this only in underground environments that approximate outdoor wilderness—caverns or underground complexes containing pools of water, edible fungus or lichen, small vermin, and the like.
Forage: 1 hour.
DC: DC 15 to find food and water for one person, DC 25 for up to five people. The GM might adjust the DC in different environments (5 lower in a cultivated environment or 5 higher in a barren one).
Success: You find enough food and water for 24 hours.
Failure: You find no food or water. You can forage again but in a different area.
History
History is linked with Intelligence.
You have picked up knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This includes information pertaining to royalty and other leaders, wars, legends, significant personalities, laws, customs, traditions, and memorable events.
If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field. Make a History check to remember a useful bit of historical knowledge or to recognize a historical clue. See Knowledge Checks.
Kidou Knowledge
Kidou is linked with Intelligence.
Make an Kidou check to recall a useful bit of kidou related knowledge or to recognize a kidou-related clue.
Detect Kidou (Trained Only)
You can use your knowledge of arcane to identify magical effects and sense the presence of magic.
Identify Conjuration or Zone: Minor Action.
DC: DC 15 + one-half the power’s level. You must be able to see the effect of the conjuration or zone.
Success: You identify the power used to create the effect and its power source and Keywords.
Failure: You can’t try to identify the effect again during this encounter.
Identify Kidou: Standard action
DC: DC 20 + one-half the Ritual’s level. You must be able to see or otherwise detect the Ritual’s effects.
Success: You identify the Ritual and its category.
Failure: You can’t try to identify the Ritual again until after an extended rest.
Identify Kidou Effect: Standard action.
DC: DC 20 + one-half the effect’s level, if any. You must be able to see or otherwise detect the effect.
Success: You learn the effect’s name and keywords, if any of those apply.
Failure: You can’t try to identify the effect again until after an extended rest.
Nature
Nature knowledge is linked with Spirit.
It can be used to gather knowledge about the natural world.
You have picked up knowledge and skills related to nature, including finding your way through the wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. If you have selected this skill as a trained skill, your knowledge represents formalized study or extensive experience, and you have a better chance of knowing esoteric information in this field.
Nature Knowledge
Make a Nature check to remember a useful bit of knowledge about the natural world—about terrain, climate, weather, plants, and seasons—or to recognize a nature-related clue. See Knowledge Checks. Examples of Nature knowledge include determining cardinal directions or finding a path (common), recognizing a dangerous plant or another natural hazard (master), or predicting a coming change in the weather (expert).
Monster Knowledge
Make a Nature check to identify a creature that has the natural origin (a creature of the natural world). See Monster Knowledge Checks.
Forage
Make a Nature check to locate and gather enough food and water to last for 24 hours.
Forage: 1 hour.
DC: DC 15 to find food and water for one person, DC 25 for up to five people. The DM might adjust the DC in different environments (5 lower in a cultivated environment or 5 higher in a barren one).
Success: You find enough food and water for 24 hours.
Failure: You find no food or water. You can forage again but in a different area.
Handle Animal
Make a Nature check to calm down a natural beast, teach a natural beast some tricks, or otherwise handle a natural beast. Handling a natural beast is usually part of a skill challenge that requires a number of successes.
Insight
You can discern intent and decipher body language during social interactions. You make an Insight check to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. You use Insight to counter a Bluff check, and Insight is used as the social counterpart to the Perception skill. In Skill Challenges that require a number of successes, use Insight checks to oppose someone’s Bluff checks. Insight can also be used to gain clues, figure out how well you might be doing in a social situation, and to determine if someone is under the influence of an outside force. Whenever you use Insight, you’re making a best guess as to what you think a motive or attitude is or how truthful a target is being. Insight is not an exact science or a supernatural power; it represents your ability to get a sense of how a person is behaving.
Insight: No action required when countering a Bluff check, minor action in combat. Requires some
amount of interaction to get a read on a target.
DC: See the table. If you’re trying to see through a bluff, this is an opposed check against
your opponent’s Bluff check.
Success: You counter a Bluff check, gain a clue about a social situation, sense an
outside influence on someone, or recognize an effect as illusory.
Failure: You can’t try again until circumstances change.
Recognizing an Effect as Illusory: The GM might use your passive Insightcheck to determine if you
notice the telltale signs of an illusion effect. Noticing such an effect doesn’t break the illusion, but you recognize the effect as illusory.
Intimidate
Make an Intimidate check to influence others through hostile actions, overt threats, and deadly persuasion. Intimidate can be used in combat encounters. Your Intimidate checks are made against a target’s Will defense or a DC set by the GM. The target’s general attitude toward you and other conditional modifiers (such as what you might be seeking to accomplish or what you’re asking for) might apply to the DC.
Intimidate: Standard action in combat or part of a skill challenge.
Opposed Check: Intimidate vs. Will (see the table for modifiers to your target’s Defense). If you can’t speak a
language your target understands, you take a −5 penalty to your check. If you attempt to intimidate multiple
enemies at once, make a separate Intimidate check against each enemy’s Will defense. Each target must be
able to see and hear you.
Success: You force a bloodied target to surrender, get a target to reveal secrets against its will, or cow a target
into taking some other action.
Failure: If you attempted to intimidate the target during combat, you can’t try again against that target during this encounter.
Target Becomes Hostile: Using Intimidate usually makes a target hostile toward you, even if you don’t succeed on the check.
Soul Search
Perception is linked to Spirit.
Make a Soul Search check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects. This skill is used against another creature’s Stealth check or against a DC set by the GM. In most situations, the GM uses your passive Perception check result to determine if you notice a clue or an imminent danger.
Perception: No action required—either you notice something or you don’t. Your GM usually uses your passive Perception check result. If you want to use the skill actively, you need to take a minor action or spend 1 minute listening or searching, depending on the task.
Opposed Check: Perception vs. Stealth when trying to spot or hear a creature using Stealth. Your check might be modified by distance or if you’re listening through a door or a wall (see the table).
DC: See the table for DCs when you’re trying to hear or spot something, searching an area, or looking for tracks.
Success: You spot or hear something.
Failure: You can’t try again unless circumstances change.
Searching: When actively searching an area or looking for something specific, assume you’re searching each adjacent square. The DM might allow you to do this as a standard action, but usually searching requires at least 1 minute.
Stealth
Armor Check Penalty
This skill is linked to Dexterity.
Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being
noticed, and sneak up on people without being seen or heard. This skill is used against another
creature’s Perception check or against a DC set by the GM.
Stealth: At the end of a move action.
Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy’s passive Perception check. If you move more than 2 squares during the move action, you take a −5 penalty to the Stealth check. If you run, the penalty is −10.
Becoming Hidden: You can make a Stealth check against an enemy only if you have superior cover or total concealment against the enemy or if you’re outside the enemy’s line of sight. Outside combat, the DM can allow you to make a Stealth check against distracted enemy, even if you don’t have superior cover or total concealment and aren’t outside the enemy’s line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.
Success: You are hidden, which means you are silent and invisible to the enemy (see Concealment and Targeting What You Can’t See).
Failure: You can try again at the end of another move action.
Remaining Hidden: You remain hidden as long as you meet these requirements.
Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t need superior cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can’t use another creature as cover to remain hidden.
Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t remain hidden from any enemy that can hear you.
Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a −5 penalty. If you run, the penalty is −10. If any enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy.
Don’t Attack: If you attack, you don’t remain hidden.
Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action.
Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy. Also, if an enemy tries to enter your space, you don’t remain hidden from that enemy.
Streetwise
This skill is linked to Charisma.
When in a settlement—a village, a town, or a city—make a Streetwise check to find out
what’s going on, who the movers and shakers are, where to get what you need
(and how to get there), and where not to go.
Streetwise: Using this skill takes 1 hour.
DC: See the table.
Success: You collect a useful bit of information, gather rumors, find out about
available jobs, or locate the best deal.
Failure: You can try again, but you might draw attention to yourself if you keep chasing after the same information.
Thievery
Armor Check Penalty
This skill is linked to Dexterity.
You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. The GM might decide that some uses of this skill are so specialized that you are required to be trained in it to have a chance of succeeding.
Disable Trap
Make a Thievery check to prevent a trap from triggering. You need to be aware of a trap to try to disable it. Make a Perception check to find a hidden trap.
Disable Trap: Standard action in combat.
DC: See the table. You get a +2 bonus to the check if you use thieves’ tools.
Delay Trap: You get a +5 bonus to the check if you try to delay a trap, rather than disable it.
Success: You disable or delay the trap. Disabling a trap makes it harmless until it resets.
Delaying a trap makes the trapped area safe for passage until the end of your next turn.
Fail by 4 or Less: Nothing happens. You can try again as a new action.
Fail by 5 or More: You trigger the trap.
Open Lock
Make a Thievery check to pick a lock.
Open Lock: Standard action in combat.
DC: See the table. You get a +2 bonus to the check if you use thieves’ tools.
Success: You pick the lock.
Failure: You can try again as a new action.
Pick Pocket
Make a Thievery check to lift a small object from a creature without that creature being aware of the theft. It must be an object that the creature isn’t holding.
Pick Pocket: Standard action.
DC: DC 20 + your target’s level. If in combat, you take a −10 penalty to your check.
Success: You lift a small object from the target without the target noticing.
Fail by 4 or Less: You don’t get the object, but the target didn’t notice. You can try again as a new action.
Fail by 5 or More: You don’t get the object, and the target notices your failed attempt.
Sleight of Hand
Make a Thievery check to palm an unattended object small enough to fit into your hand (such as a coin or a ring) or to perform an act of legerdemain.
Sleight of Hand: Standard action in combat.
DC: Base DC 15.
Success: You palm an unattended, small object or perform an act of legerdemain.
Failure: You can still pick up the object, but onlookers see you pick it up, or they see through your act of legerdemain.