Variable X i Factor de sensibilidad i
7.5 Trabajos futuros Aspectos generales
Task Autohypnosis DC
Ignore pain 15 or saving throw DC
Ignore privation 20
Memorize 15
Resist death Con check DC
Resist fear saving throw DC
Resist poison saving throw DC
Resist unconsciousness 20
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Bluff (Cha)
Spellcasters may use Bluff to conceal the fact that they are casting a spell. This is an especially important skill for wizards, who are frequently the target of lynch mobs when they are too obvious about the use of their powers. When casting a spell, the caster may attempt to conceal the verbal and somatic components by making a Bluff check, opposed by Sense Motive or Spellcraft. On a success, the caster managed to distract the audience or weave the words and gestures into the conversation. Casting a concealed spell still provokes opportunity attacks in combat.
Special: The caster suffers a -20 penalty to his Bluff check if he is defiling.
The target gains a +5 bonus to its Sense Motive or Spellcraft check if it closely observing the caster.
The target gains a +5 bonus to its Sense Motive or Spellcraft check if it knows that the character is a spellcaster.
Diplomacy (Cha)
The Diplomacy skill can be used to bribe an NPC to do what the PC wishes without question. Many NPCs, especially in the corrupt city-states, will demand bribes as well as ordinary persuasion. Templars can also use Diplomacy to enforce their authoirty in their home city (see Secular Authority, below).
Bribery Etiquette: You can precisely determine how to offer a bribe in any circumstance. You know how to time the offer, the amount that will garner the desired reaction, and the best way to disguise a bribe so that it doesn't call attention from witnesses.
A bribery etiquette check is a Diplomacy check opposed by the subject's Sense Motive check. The subject takes bonuses or penalties to its Sense Motive check as if you were attempting to adjust its attitude (see Pathfinder Core Rules, p. 94). If you fail this check, you have insulted the subject. Its attitude toward you falls by one category, and you must spend twice as much on the bribe if you wish the subject to do as you ask. If you fail this check by 10 or more, you call attention to yourself in some way (the subject attempts to inform the authorities, you were clumsy in passing the bribe and alerted witnesses, etc.).
To bribe a character, you must give him a number of ceramic pieces, or an item valued equivalently, as
shown on the table above. Various circumstantial factors can affect the amount of the bribe; the DM may modify these values as he sees fit. All cost adjustments are additive (e.g., a wanted PC (+100% bribe cost) attempting to bribe a templar (+50% bribe cost) would pay 250% of the base cost). Like a normal Diplomacy check, bribery etiquette takes at least one minute of continuous interaction.
Heal (Wis)
The Heal skill can be used to restore a dehydrated creature to health, treat minor wounds, and reduce the effects of major wounds (see the Combat & Survival chapter).
Ameliorate Major Wound: A successful DC 15 Heal check reduces the effect of one major wound. The penalties of the major wound are reduced by 1 point, plus 1 additional point for every 5 points by which the Heal check result exceeded 15. Even if all penalties from the wound are eliminated, the wound persists and can become a serious wound or permanent injury as normal. Ameliorating a major wound takes five minutes.
Prevent Permanent Injury: If a healer acts quickly, he
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Bribery Etiquette
Subject Status Bribe
Unimportant (slave, workman) 8 Cp
Middling (ordinary guard, street merchant) 16 Cp Important (academy psion, low-rank templar) 30 Cp Notable (middle-rank templar, popular gladiator) 50 Cp Famous (champion gladiator, high-rank templar) 100 Cp
Bribe Cost Modifiers Cost
PC is renowned -50%
PC's profession is illegal +50%
PC is a foreigner +50%
PC is wanted +100%
Subject is a slave -25%
Subject is a noble +25%
Subject is a templar +50%
Task Heal DC
Ameliorate major wound 15
Prevent permanent injury 25
Treat dehydration 15 or 20
Treat minor wound 15
.
can prevent his patient from becoming crippled by a critical wound. A successful DC 25 Heal check, administered within one minute of the subject receiving a permanent injury, cures the permanent injury. Any other penalties that the target has received from injuries, such as ability damage from severe wounds, are not affected by this check. Preventing a permanent injury takes 2d10 minutes, which do not count against the one minute time limit. (That is, the healer must begin the Heal check within one minute, but does not need to finish his operation within that time.)
Treat Dehydration: Treating dehydration requires long-term care (DC 15, as normal). Dehydration requires 24 hours to heal, and twice as much water as would normally be required each day for the local conditions (see the Combat & Survival chapter). If the patient had also taken damage from heat, the DC of the Heal check increases by 5 and healing requires 48 hours.
Treat Minor Wound: A successful DC 15 Heal check completely cures a minor wound. The subject is healed of one additional minor wound for every 5 points by which the Heal check result exceeded 15.
Treating a minor wound takes one minute. This check can be rushed and accomplished in a standard action, but the healer takes a -10 penalty to the Heal check.
Try Again: No wound can be treated more than once by any of these abilities.
Knowledge (Int)
Dark Sun features two new types of Knowledge. Both are used exactly like existing Knowledge skills.
Knowledge (psionics) covers ancient psionic mysteries and traditions, psychic symbols, locations of psionic academies and proper conduct within an academy, astral constructs, and psionic races.
Knowledge (warcraft) covers combat tactics, campaign strategy, troop formations, military logistics and organization, the common tactics of each city-state, and the strategies of famous generals.
Linguistics (Int)
The ability to read has been outlawed for thousands of years by the sorcerer-kings. All characters in a Dark Sun campaign begin the game without the ability to read or write, and must take ranks in Linguistics in
order to read anything. For each rank in Linguistics, a character may choose to either learn a new spoken language or a new written language. It is not necessary to speak a language in order to read it, or vice versus. The Literacy feat allows characters to learn to read without putting points in Linguistics.
Psicraft (Int, Trained Only)
The manipulation of psionic abilities is a special and unique skill, distinct from the equivalent manipulation of magic. Psicraft allows a psionic character to identify powers and psionically-enchanted items, to craft psionic items, and other practical applications of psionic knowledge. Psicraft can do the same things as Spellcraft, but for psionic abilities and items.
Survival (Wis)
The local terrain affects the difficulty of foraging for supplies, as shown on the table below. In addition, Survival can be used to detoxify food.
Detoxify Food: Many creatures of the wastes use poison, and even the plants often contain virulent toxins. Usually such toxins are not dangerous enough to inflict ability damage on characters, but they do prevent anyone from eating them (or at least, from keeping the food down). A character trained in Survival can attempt to detoxify such food sources in order to make them safe to eat. Detoxifying food
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Languages of Athas
Language Typical Speakers Alphabet
Aquan Water elementals Elven
Auran Air elementals Saurian
Common Humans, half-elves, half-giants Common
Druidic* Druids (only) Druidic
Dwarven Dwarves, muls Dwarven
Elven Elves, half-elves Elven
Entomic Insectoid creatures Kreen
Giant Giants Dwarven
Gith Gith Elven
Ignan Fire elementals Saurian
Kreen Thri-kreen Kreen
Rhul-thaun* Found in Green Age ruins Rhulisti Saurian Jozhals, pterrans, yuan-ti Saurian
Sylvan Halflings, aarakocra Sylvan
Terran Earth elementals Saurian
* This language is not spoken.
requires two checks: a Knowledge (nature) check (DC 10) and a Survival check (DC 15). If both are
successful, the character renders up to one pound of food safe for consumption. Detoxifying food takes ten minutes.