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CAPÍTULO 2: COMPARACIÓN DE LAS CARACTERÍSTICAS DE LAS ESTADÍSTICAS DE

2.2. Información estadística de la ciudad de Cuenca

2.2.3. Período 2021

This section describes each skill, including common uses and typical DCs and modifiers.

Agility (Dex)

Untrained; Encumbrance Penalty

Balance: A successful check lets the character move at half speed along a precarious surface as a move action. If he accepts a –5 penalty, he can move his normal speed as a move action (or twice his speed as a full-move action, requiring two checks). A failure means that the character can’t move for 1 round, while a failure by 5 or more means that the character falls. The difficulty varies with the surface:

Surface DC

Level/smooth 0 (no check normally necessary)

Uneven/rough 10

Broken/irregular 15

Less than half a footwidth* +10 One-half to one footwidth* +5 One to three footwidths* +2

Angled† +5

Debris-covered† +5

Slippery† +5

*Footwidth refers to the width of the path relative to the width of the character’s own foot.

† These modifiers stack if more than one apply.

Fighting While Balancing: Attacks against a character who is forced to make an Agility check are normally made as if he were stunned (see Glossary). If the character has 5 or more ranks in Agility, he is not treated as stunned while balancing, but opponents still receive a +2 bonus to attacks against him.

If the character takes damage while balancing, he must make another Agility check to avoid being knocked prone. A character knocked prone while balancing on a narrow surface such as a ledge or beam might have to make a Reflex saving throw (DC varies, GM’s discretion) to avoid falling to the ground below, and thus taking falling damage if appropriate.

Escaping: Making a check to escape physical bonds (but not a spell effect that simulates such bonds) generally requires 1 minute. Escaping a net or a binding spell is a full-round action.

The character can make an Agility check opposed by an opponent’s grapple check to get out of a grapple. (See Grapple in Chapter 12: Combat.)

Restraint DC

Ropes 10 + binder’s Use Rope check

Manacles Varies (generally 30, or 35 for masterwork manacles)

Held net 10 + net wielder’s grapple check Loose net 10 + 1/2 net’s initial grapple check Grappler Grappler’s grapple check Magical effect 10 + effect’s save DC (save normally allowed)

Magical effect 20 + effect’s save DC (no save)*

* For this calculation, use the save DC the effect would have if it did allow a save.

Moving through Tight Spaces: Squeezing through a tight space takes at least 1 minute per 5 feet traveled; if the space is also long, such as a chimney or crawlspace, the GM should call for a check for every 5 feet traversed. Generally, a creature with an internal skeletal structure can never get through an opening through which its head does not fit.

Space is… DC

Roughly shoulder width 20 Less than shoulder width 30

The character can always make repeated checks while moving through a tight space.

Landing: Whenever a character intentionally jumps down from a height, she may make a DC 15 Agility check to treat the distance as if it were 10 feet shorter when determining falling damage.

Special: A character can take 20 on Agility checks as long as he is not being actively opposed in the attempt by some force or creature.

Bluff (Cha)

Untrained; Language-Dependent (see text)

Lies, prevarication, the power of suggestion, misleading or menacing body language, and so on — these are the tools of the bluffer’s trade.

Lying: A Bluff check used to cover one’s mistruths or prevarications is opposed by a target’s Sense Motive check. A

successful Bluff check indicates that the target believes what the character wants or reacts as the character wishes, at least for a short time (usually 1 round or less).

A bluff used for this purpose always takes at least 1 full-round action, but can take much longer.

The Bluff… Sense Example

Motive Modifier

Plays to target’s own –5 “That high elf has been flirting beliefs or desires with you all evening — I think

you should go talk to her.”

Doesn’t require much belief +0 “No, I just arrived here, Guard or action on the target’s part Leremen. I didn’t see what

happened.”

Lacks some supporting +5 “I am a very rich man — If you evidence or requires some defend me from these orcs I risk on the target’s part shall repay you well!”

Is hard to believe or requires +10 “I am a secret agent in the the target to accept great risk vice of the duke and have his

permission to smuggle these dark elves into the city. There’s no need to alert the captain of the guard.”

Is outrageous or requires +20 “This ragged skullcap is mortal risk on the target’s part ally an artifact of great power worth 300 platinum imperials…

but I’m prepared to let you have it for just 100!”

Generally, a failed lie makes the target too suspicious for the bluffing character to try another check under the same cir-cumstances.

Intimidation: The character can intimidate a single creature up to 30 feet away and within line of sight by making a Bluff check opposed either to the target’s Will save or to his Sense Motive check (target’s choice). Any bonuses the target may have on saving throws against fear also apply here; creatures immune to fear are also immune to intimidation. If the check fails, that target cannot be intimidated by the same character for at least 24 hours.

If the Bluff check is successful, the target becomes shaken (see Glossary) for 1d4 rounds and can generally be bullied into performing the character’s will for as long as the character remains in his presence (GM’s discretion). For example, an intimidated creature might be forced to open his safe for the intimidating character, but if left alone is liable to flee and warn the authorities at once.

This type of Bluff check normally requires an attack action, but may take longer.

Using Strength to Intimidate: A character may intimidate without using words; the target must be within the character’s reach for this type of intimidation to work. Rather than Charisma, the character uses her Strength modifier to deter-mine her total Bluff skill bonus when attempting to intimidate in this fashion.

Feinting in Combat: The character can make a Bluff check opposed by the opponent’s Sense Motive check to mislead an opponent she threatens so that he can’t dodge the character’s next melee attack effectively. Feinting is an attack action. If the feint is successful, the next attack the character makes against the opponent denies him his Dexterity bonus to defense (if any). This attack must occur during the character’s next turn.

Feinting against a non-humanoid imposes a –4 penalty to the feint attempt; if the creature has an Intelligence score of only 1 or 2, this penalty increases to –8. Against a non-intelligent creature (i.e., one having no

Intelligence score), feinting is impossible.

Creating a Diversion to Hide: The character can use Bluff to help her hide. (See the Sneak skill description.)

Special: When used to lie or to intimidate through words (i.e., using Charisma, not Strength), Bluff is a language-dependent skill.

Channeling (Con)

Untrained

Normally, spellcasters need not make a Chan-neling skill check to cast spells; a character uses this skill to properly channel the power required for spellcasting only in the face of distraction.

The table below summarizes various types of distractions that require a character to make a Channeling check while casting a spell. Casters who fail a required Channeling skill check also fail to cast their intended spell and lose their

spellcasting action, but they need not pay any power points for the cost of the failed spell.

In all cases, “spell order” refers to the order of spell the character is trying to cast.

Condition/Situation* DC

Damage taken from any source during the 10 + damage taken + casting of a spell (usually for spells with a spell order casting time of 1 full round or more, but also

applies to damage taken from a readied attack made in response to the spell being cast)

Suffering automatic/continuous damage 10 + 1/2 the (usually from a DOT spell, but also applies ous damage last taken to constriction attacks, being swallowed, etc.) + 1/2 spell order

Distracted by non-damaging spell (if the spell Distracting spell’s allows no save, use the save DC it would have save DC + 1/2

if it did allow a save) spell order

Mild distraction or discomfort (jostled by crowd 5 + 1/2 spell order or lying prone; moving mount; bouncy wagon

ride; high winds)

Moderate distraction or discomfort (trotting 10 + 1/2 spell order mount; rough wagon ride; blinding rain or

sleet; moving through brambles; small boat in rough water; below deck in storm-tossed ship; entangled)

Serious distraction or discomfort (galloping 15 + 1/2 spell order mount; wind-driven hail, dust, or debris;

non-damaging natural extremes of temperature;

fast wagon ride over broken terrain; small boat in rapids; on deck of storm-tossed ship)

Severe distraction or discomfort (grappling or 20 + spell order pinned†; earthquake; severe thunderstorm with

high winds and heavy precipitation; tumbling down a cliff; in the crow’s nest or rigging of a storm-tossed ship; potentially damaging natural extremes of temperature)

* If more than one of these conditions or situations applies, use only the one resulting in the higher DC.

† A character who is grappling or pinned can cast only spells with no somatic components and whose material component is in hand.

Climb (Str)

Untrained; Encumbrance Penalty

With each successful Climb check, the character can ad-vance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter the character’s speed as a move action. If he accepts a –5 penalty to Climb, he can move half his normal speed as a move action.

in either case, the character may climb as a full-move action, requiring two Climb checks for the round.

The DC of the check depends on the conditions of the climb.

Wall or Surface Is/Has… DC

A slope too steep to walk up (less than 60 degrees); a knotted rope with a wall to brace against. 0

A rope with a wall to brace against or a knotted rope

(but not both). 5

A surface with ledges to hold onto and stand upon, such as a very rough wall or a typical tree. 10

Adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a sparse

tree; an unknotted rope. 15

Some narrow handholds and footholds, such as a

typical wall in a dungeon or ruins. 20 A rough surface, such as a natural rock wall or a brick wall. 25 An overhang or ceiling with handholds but no footholds.

(A perfectly smooth, flat vertical surface cannot be climbed.) 25

Condition/Situation DC

Modifier*

Climbing in a tunnel or chimney (artificial or natural) or other location where one can brace against two

opposite walls. –10

Climbing in a corner where the character can brace

against perpendicular walls. –5

Surface is slippery. +5

Pulling one’s self up by arm-strength alone. +5

* These modifiers are cumulative; use any that apply.

A failed check means that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height he has already attained.

A character needs both hands free to climb, but may cling to a wall or other surface with one hand while casting a spell or performing some other action that requires only one hand.

A character cannot use a shield while climbing, though he may use a buckler.

Fighting While Climbing: Attacks against a character forced to make a Climb check to move are normally made as if he were stunned (see Glossary). If the character takes damage while climbing, he must make another Climb check; failure means the character falls from his current height and sustains the appropriate falling damage (see Falling Damage in Chap-ter 12: Combat).

Making Handholds and Footholds: Pounding pitons into a wall takes 1 minute per piton, and one piton is required for every 3 feet climbed. In the same way, a climber with a climbing pick, ice axe, or similar implement can cut handholds and footholds in an ice wall or the like.

Catching One’s Self While Falling: It’s practically impossible to catch one’s self on a wall while falling. A character who tries to do so must make a Climb check (DC = wall’s DC + 20). It is much easier for a character to catch himself while rolling down a slope (DC = slope’s DC + 10).

Special: Someone using a rope can haul a character upward or lower her downward using sheer strength — see “How Much Can I Carry?” in Chapter 11: Adventuring.

Disguise (Cha)

Untrained; Language-Dependent (see text)

A character may use this skill to make herself or others look different. Crafting a believable disguise requires at least a few props, some makeup, and from 10 to 30 minutes of work. A disguise can include an apparent change of height or weight, but generally of no more than one-tenth the original.

The character’s Disguise check result is opposed by observ-ers’ Perceive check results; however, if the disguised character doesn’t draw any attention to herself, others do not normally get to make Perceive checks.

If the character comes to the attention of people who are suspicious, such as a guard who is watching commoners walking through a city gate, the GM can assume that such observers are taking 10 on their Perceive checks. (The GM makes the character’s Disguise check secretly so that the character is not sure of how well she crafted the disguise.)

The effectiveness of the disguise depends in part on how much the character is attempting to change her subject’s appearance:

Disguise Perceive DC Modifier

Minor details only +5

Disguised as different sex –2 Disguised as different race –2 Disguised as different age category –2*

Disguised as specific profession –2

*Per step of difference between character’s actual age category and disguised age category (youth, adulthood, middle age, old, venerable).

If the character is impersonating a particular individual, those familiar with that person get a bonus on their Perceive checks (and are automatically considered to be suspicious).

Familiarity* Perceive Bonus Recognizes on sight +4

Friends or associates +6

Close friends +8

Intimates +10

* Apply only the most applicable option.

Usually, an individual makes a Perceive check for detection immediately upon meeting the character, and then for each hour thereafter. If the disguised character casually meets many different creatures, each for a short time, check only once per day or hour, using the average Perceive skill bonus for the group.

Special: Disguise is a language-dependent skill whenever the character in disguise interacts verbally with observers.

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