TEXT:  
   
   
   
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions 
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
  Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php 
  October 1, 2007 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table of Contents 
  Page 
  Skill Basics ....................................................2 
  Skills...............................................................3 
  Appraise......................................................3 
  Balance .......................................................4 
  Bluff............................................................7 
  Climb ..........................................................9 
  Concentration............................................11 
  Control Shape ...........................................12 
  Craft..........................................................13 
  Decipher Script.........................................18 
  Diplomacy ................................................19 
  Disable Device..........................................20 
  Disguise....................................................21 
  Escape Artist.............................................22 
  Forgery .....................................................23 
  Gather Information ...................................24 
  Handle Animal..........................................26 
  Heal ..........................................................30 
  Hide ..........................................................31 
  Intimidate..................................................32 
  Jump......................................................... 33 
  Knowledge ............................................... 35 
  Listen........................................................ 46 
  Move Silently........................................... 48 
  Open Lock................................................ 49 
  Perform..................................................... 50 
  Profession................................................. 52 
  Ride .......................................................... 56 
  Search....................................................... 58 
  Sense Motive............................................ 59 
  Sleight of Hand......................................... 60 
  Spellcraft .................................................. 62 
  Spot .......................................................... 64 
  Survival .................................................... 66 
  Swim ........................................................ 70 
  Tumble ..................................................... 71 
  Use Magic Device .................................... 73 
  Use Rope .................................................. 75 
  Skill Synergies Summary ......................... 77 
  Combat Actions .......................................... 78 
  Bull Rush ..................................................78 
  Disarm.......................................................78 
  Feint ..........................................................78 
  Grapple......................................................79 
  Overrun.....................................................80 
  Sunder.......................................................80 
  Trip ...........................................................80 
  Mounted Combat.......................................81 
  Garrote Attack...........................................81 
  Teamwork Benefits .................................... 82 
  Skill Tricks.................................................. 84 
  Sorted by Type..........................................84 
  Sorted by Prerequisite ...............................86 
  Appendix..................................................... 91 
  Revision History .......................................91 
  Key to Sourcebooks ..................................91 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill Basics 
   
  Page 2 
  Skill Basics 
   
  Unopposed Checks 
   
  Unopposed skill checks are made by rolling against a Difficulty Class (DC).  
  You roll 1d20 + skill modifier.   
  Your skill modifier is your rank plus the ability modifier of the skill’s key 
  ability plus any special modifiers as noted on the skill, in feats, in spell 
  effects, or with items. 
  Difficulty Class (DC) is defined by the Game Master as follows: 
   
  Situation 
  DC 
  Very Easy (just about anyone could succeed) 
  5 
  Easy (even untrained people succeed half of the time) 
  10 
  Difficult 
  15 
  Very Difficult (you need to be trained to even have a chance) 
  20 
  Extremely Difficult 
  25 
   
  A natural 20 is not an automatic success and a natural 1 is not an automatic 
  failure. 
  The Game Master may modify the DC due to favorable or unfavorable 
  conditions. 
   
   
  Opposed Checks  
   
  Sometimes a skill check is made against someone else instead of against a 
  fixed difficulty.  When this happens, your skill roll (1d20 + skill modifier) is 
  made against their skill roll.  The higher total wins.  In the case of a tie, the 
  character with the higher key ability score wins.  If these are a tie, flip a coin 
  or otherwise randomly determine who wins. 
   
   
  Primary Ability  
   
  Every skill has a primary ability.  The modifier from this ability is applied to all 
  checks for use of the skill. 
   
   
  Time and Retries  
   
  Most skills define how long it takes to perform them.  If this information is 
  missing, the skill is most likely performed as a standard action. 
  Most skills allow you to try again if you fail, but some of them specifically say 
  you cannot try again.  Also, some skills have repercussions due to failure.  
  For example, failing to disarm a trap may set it off and failing to convince 
  someone of something may make it even more difficult to try again. 
   
   
  Untrained Checks  
   
  Most skills allow you to try them even if you have no ranks in the skill.  This is 
  called making an untrained check.  Your skill modifier for this check is 
  calculated as normal and with zero ranks. 
  Some skills can only be attempted if you have at least one rank. These skills are 
  marked as TRAINED ONLY in this document. 
   
  Take 10 and Take 20  
   
  When you are performing a skill where you can take your time, you can skip 
  your die roll and simply assume you had rolled a 10.  This is called “taking 
  10”.  You cannot take 10 in situations where you are threatened, hurried, or 
  otherwise distracted.   
  When you are performing a skill that has no repercussions due to failure, so 
  you could try again and again until you succeed, you are allowed to simply 
  assume you will roll a 20 and calculate your skill roll that way.  This is 
  called “taking 20”.  The skill takes 20 times as long as normal to complete 
  when you do this. 
  This document includes hints on whether or not a skill lends itself to Taking 10 
  or Taking 20. 
   
   
  Aid Other 
   
  Multiple characters can combine their efforts to succeed at a task.  To aid 
  someone else with a skill, make a skill check DC 10.  If you succeed, you 
  grant a +2 circumstance bonus to the person you are helping.  The Game 
  Master decides the maximum number people can help on any given task, 
  and this is the maximum number of people that can attempt to help. 
   
  The DM may use an optional rule (CAdv p96) to allow higher bonuses.  To 
  qualify, the helper must have at least 5 ranks in the target skill.  The bonus is 
  +2 for a success, with an additional +1 for each 10 the success was made by. 
   
   
   Check Value 
  Circumstance Bonus 
   
   
  up to 9 
  +0 
   
   
  10 – 19 
  +2 
   
   
  20 – 29 
  +3 
   
   
  30 – 39 
  +4 
   
   
  … 
  … 
   
  Assist Allies 
  (CAdv p96) 
  By making suggestions and/or showing the optimal route, a character with at 
  least 5 ranks in a target skill can accept a penalty to grant a bonus to his/her 
  allies within 30’ who can see or hear him/her. 
   
  Only the following skills may benefit from this ability:  Balance, Bluff, Climb, 
  Craft, Diplomacy, Escape Artist, Handle Animal, Hide, Move Silently, Ride, 
  Search, Survival, & Swim. 
   
   
   Ranks in Skill 
  Circumstance Bonus 
  Accepted Penalty 
   
   
  up to 4 
  n/a 
  n/a 
   
   
  5 – 14 
  +2 
  –4 
   
   
  15+ 
  +5 
  –10 
   
   
  Ability Checks  
   
  Sometimes you need to make a check and no specific skill seems to apply.  In 
  this case, choose the most appropriate ability score and make a check as if 
  you were using a skill with 0 ranks that has that ability as the primary 
  ability. 
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Appraise 
   
  Page 3 
  Skills 
   
  Appraise 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in the Craft skill used to create the item. 
  +2 bonus if you have 5+ ranks in the Perform skill that is the basis for the performance being appraised. 
  Special: 
  Dwarves receive a +2 Racial bonus when determining the value of objects made of metal or stone. 
  Master of a Raven familiar receives a +3 bonus. 
  Feat: Diligent grants a +2 bonus. 
  Feat: Appraise Magic Value(CAdv p97) allows use of the Appraise skill to determine magical properties. 
  In Class For 
  Bard, Rogue 
   
   
  This skill is used to determine the value of objects. 
   
   
  Determine Value  
  (PH p67) (RoS p129)+ 
  Time:  1 Minute 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  You can determine the value an Object(PH p67) or a Performance(RoS p129). 
  A Magnifying Glass grants a +2 circumstance bonus to your checks for small or highly detailed items.  A Merchant’s Scale grants a +2 circumstance bonus for 
  items that are valued by weight.  These bonuses stack. 
   
  Type of Item being Appraised 
  DC 
  Estimated price, 
  if Successful 
  Estimated price, 
  on a Failure 
  Estimated price, on a 
  Failure and Untrained 
  Common (trade goods, livestock, 
  mundane items) 
  12 
  <correct> 
  50% – 150% 
  <no guess> 
  Rare (gems, unworked precious 
  metals, fine clothing) 
  15 
  70% – 130% 
  <no guess> 
  50% – 150% 
  Exotic (unusual gems, spell 
  components, jewelry) 
  20 
  70% – 130% 
  <no guess> 
  50% – 150% 
  Unique (masterpiece artwork, 
  royal jewels, crowns) 
  25+ 
  70% – 130% 
  <no guess> 
  50% – 150% 
   
   
   
  Determine Value Quickly 
  (CAdv p97) 
  Time:  1 Full Round 
  Retry?  No (but see below) 
  Take 10?  Yes 
  Take 20?  No 
   
  Similar to ‘Determine Value’, but the check take 1 Full Round instead of 1 Minute and is at a higher DC. 
   
  Although you cannot retry a ‘Determine Value Quickly’ check, you make a ‘Determine Value’ check at a later time. 
   
   
  Type of Item being Appraised 
  DC 
  Estimated price, 
  if Successful 
  Estimated price, 
  on a Failure 
  Common (trade goods, livestock, 
  mundane items) 
  15 
  <correct> 
  <no guess> 
  Rare (gems, unworked precious 
  metals, fine clothing) 
  20 
  70% – 130% 
  <no guess> 
  Exotic (unusual gems, spell 
  components, jewelry) 
  25 
  70% – 130% 
  <no guess> 
  Unique (masterpiece artwork, 
  royal jewels, crowns) 
  30+ 
  70% – 130% 
  <no guess> 
   
   
   
  Identify Dwarven Crafted Objects  
  (RoS p130) 
  Time:  1 Minute 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  By making a DC 10 check, you may determine if a specific object was made by Dwarves, and if it is of ‘Dwarvencraft’ quality. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Balance 
   
  Page 4 
  Balance 
   
   
  Base Ability: 
  Dexterity 
  Must be Trained?: 
  No 
  Armor Check?: 
  Yes 
  Synergy bonus: 
  +2 bonus if 5+ ranks in Tumble 
  Special: 
  Feat: Agile grants a +2 bonus. 
  In Class For: 
  Bard, Monk, Rogue 
   
   
  This skill is used to keep your balance while moving on tightropes and ledges –or– when running or charging on an uneven floor. 
   
   
  Moving on a Narrow Surface 
  (PH p67) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Used when walking upon a ledge, tight-rope, etc. 
   
  Narrow Surface 
  DC 
  7 to 12 inches wide 
  10 
  2 to 6 inches wide 
  15 
  Up to 2 inches wide 
  20 
   
   
  Narrow Surface Modifiers 
  DC 
  Light Obstructed (scree, light 
  rubble) 
  +2 
  Severely Obstructed (natural 
  cavern floor, dense rubble) 
  +5 
  Severely Slippery (ice sheet) 
  +5 
  Sloped or Angled 
  +2 
   
   
  Rate Modifier 
  DC 
  Move at ½ speed 
  +0 
  Move at full speed 
  +5 
  Move at a Charge (DR350 p85) 
  +5 
  Move at a Run (CAdv p97) 
  +20 
   
  Success: 
  Move at ½ speed (by default) for 1 Move Action. 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down. 
   
  If you have less than 5 ranks in Balance, you also lose your Dexterity bonus to AC.   
  While on a tightrope (or similar surface), you are considered to be off balance, so opponents receive a +2 attack bonus. 
  You also make a check each time you take damage. 
   
   
  Charging or Running on a Difficult Surface 
  (PH p67) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Success: 
  Run or Charge. 
  Failure by 4 or less: 
  Can’t Run or Charge, but may double move. 
  Failure by 5 or more: Fall Prone. 
   
  Surface 
  DC 
  Uneven Flagstone 
  10 
  Hewn Stone Floor 
  10 
  Sloped or Angled Floor 
  10 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Balance 
   
  Page 5 
  Balance (continued) 
   
   
  Resist Trip 
  (CAdv p97) 
  Time:  n/a 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  Requirement:  Balance 10 ranks. 
   
  When you are targeted with a Trip action, you may make a Balance check with a –10 penalty instead of a Strength or Dexterity check to remain standing.   
  If you succeed, you may not attempt to trip your opponent. 
   
   
  Moving through Trees 
  (RotW p145) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Used when moving horizontally along tree branches and trunks with an angle of up to 60 degrees (greater than 60 degrees requires Climb checks). 
   
  Forest Type 
  DC 
  Result 
  Example 
  Dense Forest 
  10 
  Success: 
  Can Run or Charge. 
  Failure by 4 or less: 
  Can’t Run or Charge, but may 
  double move. 
  Failure by 5 or more: Fall Down. 
  Trees are older with strong branches and are close 
  together, including many massive trees.  There are lots 
  of branches to choose from, letting the character select 
  the widest, flattest branches with the most support or 
  hand holds. 
  Medium Forest 
  15 
  Success: 
  Move at ½ speed (by default) 
  for 1 Move Action. 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down. 
  Trees are farther apart or not as old and the selection of 
  branches is not as great, forcing the character to sue 
  some narrow branches or branches without support. 
  Sparse Forest 
  25 
  Success: 
  Move at ½ speed (by default) 
  for 1 Move Action. 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down. 
  Trees are farther apart and not very old.  The character has 
  to use a lot of narrow branches without support or hand 
  holds.  The character is often moving across branches 
  that are barely wide enough to move on. 
   
  Modifier 
  DC 
  Moss, Fungi, Slightly Wet, etc. 
  +2 
  Snow, Ice, etc. 
  +5 
   
   
  Moving Along an Unstable Surface 
  (RotW p145) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Used when moving horizontally along tree branches and trunks with an angle of up to 60 degrees (greater than 60 degrees requires Climb checks). 
   
  Unstable Surface 
  DC 
  Result 
  Loose Graven, Wobbly Bricks 
  or Stones 
  10 
  Success: 
  Can Run or Charge. 
  Failure by 4 or less: 
  Can’t Run or Charge, but may 
  double move. 
  Failure by 5 or more: Fall Down. 
  Awning, Dune Face, Snowdrift 
  15 
  Success: 
  Move at ½ speed (by default) 
  for 1 Move Action. 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down. 
  Top of a vehicle traveling over 
  a fairly smooth road 
  18 
  Success: 
  Move at ½ speed (by default) 
  for 1 Move Action. 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down. 
  Top of a vehicle traveling over 
  a rough road 
  20 
  Success: 
  Move at ½ speed (by default) 
  for 1 Move Action. 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down. 
  Top of a vehicle traveling over 
  a poor road, trail, or 
  unimproved surface 
  22 
  Success: 
  Move at ½ speed (by default) 
  for 1 Move Action. 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down. 
  Ship’s deck in a storm, a 
  Galloping Horse, Top of a 
  vehicle traveling over a 
  rocks, potholes, or rubble 
  25 
  Success: 
  Move at ½ speed (by default) 
  for 1 Move Action. 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Balance 
   
  Page 6 
  Balance (continued) 
   
   
  Moving Shipboard 
  (Storm p83) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Moving on different Ship’s surfaces & conditions 
   
  Ship Surface / Condition 
  DC 
  Heeling Deck, Light Surf 
  10 
  Heavy Surf, Heavy Roll, 
  Yardarm 
  15 
  Green Water (i.e., 1’+ of 
  violent water on deck) 
  20 
   
  Difficulty Modifiers 
  DC 
  Wet Deck 
  +2 
  High Wind 
  +2 
  Icy Deck 
  +5 
  Severe Motion 
  +5 
  Underwater 
  –10 
   
  Circumstance Modifiers 
  DC 
  Body Brace 
  –5 
  One-Hand Brace 
  –7 
  Two-Hand Brace 
  –10 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Bluff 
   
  Page 7 
  Bluff 
   
   
  Base Ability: 
  Charisma 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  If you have 5+ ranks in Bluff, you receive a +2 bonus on Diplomacy, Intimidate, & Sleight of Hand, plus Disguise check to stay 
  in character while being observed 
  Special: 
  Master of a Snake familiar receives a +3 bonus. 
  Feat: Persuasive grants a +2 bonus. 
  Rangers receive a bonus with this skill against their favored enemies. 
  In Class For: 
  Bard, Rogue 
   
   
  This skill is used for fast talk, misdirection, conning, etc.  Circumstances effect Bluff checks immensely and must be arbitrated by the DM. 
   
   
  Fast Talking or Misdirection 
  (PH p67) 
  Time:  1 Full Round 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  The skill’s DC is the target’s Sense Motive check, modified by the following factors: 
   
  Situation Modifiers 
  Mod 
  Target wants to believe you 
  –5 
  The bluff is believable and doesn’t affect the target much 
  +0 
  The bluff is a little hard to believe or puts the target at risk 
  +5 
  The bluff is hard to believe or puts the target at serious risk 
  +10 
  The bluff is almost too incredible to consider 
  +20 
   
  If the check is successful, the target acts the way your want for one round, which may not be long enough to get what you want done. 
   
   
  Feinting in Combat 
  (PH p68) 
  Time:  1 Standard Action 
  Retry?  Yes 
  Take 10?  No 
  Take 20?  No 
   
  You “fake out” an opponent.  The DC is your opponents Sense Motive check with his/her Base Attack Bonus as a bonus.  If the skill check is successful, your 
  opponent looses his/her/its Dexterity modifier from AC for your next attack, as long as it occurs within one round.  This allows a Rogue to gain Sneak Attack 
  damage. 
  Feat: Improved Feint allows this action to be done as a Move Action, instead of a Standard Action. 
   
  Situation Modifiers 
  Mod 
  Target is non-Humanoid 
  –4 
  Target has an Animal Intelligence (i.e., 1 or 2) 
  –8 
   
  This ability cannot be used on non-intelligent creature. 
   
   
  Create a Diversion in Order to Hide 
  (PH p68) 
  Time:  1 Standard Action 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  You “fake out” an opponent.  This check is opposed by your target’s Sense Motive check.  If the skill check is successful, your opponent looses track of you long 
  enough for you to attempt a Hide check.  You must still have Concealment or Cover in order to make the Hide attempt. 
   
   
  Appear Innocuous 
  (CAdv p102) 
  Time:  <reaction> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  If you are Tailing Someone (see page 31) and your target’s Spot check beats your Hide check, you can attempt to Appear Innocuous.  This is an opposed Bluff vs. 
  Sense Motives check with the following Situation modifiers. 
   
  Situation Modifiers 
  Mod 
  Target is sure nobody is following 
  –5 
  Target has no reason to suspect anybody is following 
  +0 
  Target is worried about being followed 
  +10 
  Target is worried about being followed and know you are an enemy 
  +20 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Bluff 
   
  Page 8 
  Bluff (continued) 
   
   
  Delivering a Secret Message 
  (PH p68) 
  Time: <length of conversation> Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  You pass a verbal message to another person without other listeners understanding. 
   
  Message Complexity 
  DC 
  Simple 
  15 
  Complex 
  20 
   
   
  Check vs. DC 
  Result 
  Success 
  Message Received 
  Failed by 4 or less 
  Message Not Received 
  Failed by 5 or more 
  Message Misunderstood 
   
  Other listeners must make a Sense Motive check to understand the message. 
   
   
  Heckle 
  (RoS p130) 
  Time: 1 Minute 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  Attempting to ruins a performance by yelling insults, the ends of jokes, criticism of technique, etc. 
   
  A Heckle check can benefit from an Aid Other action by other hecklers. 
   
  The Heckle check is opposed by the performer’s Resist Heckle check (see page 11). 
   
  Resist Heckle check higher or equal: 
  Performer receives a +2 Circumstance bonus for the rest of this performance 
  Heckle check is higher by up to 5: 
  Performer must make a new Perform check immediately and receives a –2 penalty. 
  Heckle check is higher by 6 to 10: 
  Performer must make a new Perform check immediately and receives a –4 penalty. 
  Heckle check is higher by 11 to 15: 
  Performer must make a new Perform check immediately and receives a –6 penalty. 
  An additional –2 penalty for each 5 points. 
   
  If the Heckle check is not higher than the Resist Heckle check –or– the new Perform check is higher than the previous Perform check (despite the penalty), the 
  crowd is offended by you. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Climb 
   
  Page 9 
  Climb 
   
   
  Base Ability: 
  Strength 
  Must be Trained?: 
  No 
  Armor Check?: 
  Yes 
  Synergy bonus: 
  +2 bonus if 5+ ranks in Use Rope and you are using rope 
  Special: 
  +2 Racial bonus if you are a Halfling. 
  Master of a Lizard familiar receives a +3 bonus.  
  Feat: Athletic grants a +2 bonus. 
  +2 Circumstance bonus if you are using a Climber’s Kit. 
  In Class For: 
  Barbarian, Bard, Fighter, Monk, Ranger, Rogue 
   
   
  This skill is used to climb a wall, rope, slope, etc. 
   
  Note:  Someone using a rope can haul someone up using their Strength. 
   
   
  Climb Wall or Cliff 
  (PH p69) 
  Time:  1 Move Action 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Requires two free hands. 
   
  Success: 
  Move at ¼ speed up, down, or across for 1 Move Action 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down or Fall Prone. 
   
   
  Surface 
  DC 
  Slope too steep to walk up  
  0 
  Knotted rope with a wall to brace against  
  0 
  Unknotted rope with a wall to brace against 
  5 
  Knotted rope with nothing near it 
  5 
  Anchor Chain (Storm p84) 
  5 
  Ship’s Rigging (Storm p84) 
  5 
  Rough wall with good handholds or ship’s rigging 
  10 
  Natural rough wall with reasonable handholds or a tree 
  15 
  Unknotted rope with nothing near it 
  15 
  Wall with pitons (see below) 
  15 
  Semi-rough wall with narrow handholds 
  20 
  Ship’s Hull (Storm p84) 
  20 
  Semi-smooth wall, like bricks 
  25 
  Overhang or ceiling with handholds but no footholds 
  25 
   
   
  Modifiers 
  DC 
  A chimney or other place where you can brace against two opposite walls 
  –10 
  A corner where you can brace against two walls 
  –5 
  Slippery surface 
  +5 
  Accelerated Climb (move at ½ speed instead of ¼) 
  +5 
  Rapid Climb (move at normal speed) (CAdv p97) 
  +20 
  Combat Climb (retain Dex bonus to AC) (DR350 p85)(CAdv p97) 
  +5 
   
  While climbing, you are considered to be Stunned, so opponents receive a +2 attack bonus and you lose your Dexterity bonus to AC (unless you use Combat 
  Climbing (see above)). 
  You also make a check each time you are damaged. 
   
   
  Create Handholds 
  (PH p69) 
  Time:  1 Minute 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  You install one piton into the wall three feet from your current position –or- you cut handholds / footholds from ice or soft rock with a tool.  This takes 1 minute 
  and reduces the wall’s DC to 15. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Climb 
   
  Page 10 
  Climb (continued) 
   
   
  Climb Tree 
  (RotW p146) 
  Time:  1 Move Action 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Climbing can be use to move vertically or horizontally on a tree.  It is also possible to move horizontally through a tree more quickly using Balance. 
  Requires two free hands. 
   
  Success: 
  Move at ¼ speed up, down, or across for 1 Move Action 
  Failure by 4 or less: 
  No Move. 
  Failure by 5 or more: Fall Down or Fall Prone. 
   
   
  Surface 
  DC 
  Grasping nearby branches to move along a branch too narrow or too steeply 
  angled for normal walking 
  0 
  Climbing a tree with plenty of sturdy branches for handholds and footholds 
  5 
  Climbing a tree with few or fairly weak branches 
  10 
  Climbing a tree trunk with no branches, but small enough to clasp with the 
  arms 
  15 
  Climbing a tree trunk with no branches and too large to clasp with the arms 
  20 
   
   
  Catch Self When Falling 
  (PH p69) (RotW p146)+ 
  Time:  <reaction> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  You can catch yourself falling off a wall by making a check against 20 + the wall’s DC.  For a slope of 60 degrees or less, make a check against 10 + the wall’s DC. 
   
  Catching yourself when falling from a tree is 15 + the tree’s DC. 
   
   
  Repelling 
  (RoS p130) 
  Time:  <movement> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  Requirement:  Climb: 1 rank –or– Use Rope:  1 rank. 
   
  By fixing a rope at the top of a cliff, wall, etc., you may lower yourself down quickly and then use the rope to stop at a desired distance. 
   
  When Repelling, you must make a Climb check (DC is determined by the Surface) –and– a Use Rope check (DC is determined by the desired Speed). 
   
  Surface 
  Climb DC 
  Any surface 
  10 
  Surface is slippery  
  +5 
  No surface to brace against 
  +10 
   
   
  Speed 
  Use Rope DC 
  Descend your Base Land speed as a Move Action –or– 2x as a Full Round 
  10 
  Descend 4x your Base Land speed as a Full Round Action 
  20 
   
   
  Success on both checks: Descend the desired distance at the desired speed and then stop. 
  Failure on either check: Descend the desired distance and then go into an uncontrolled fall unless you make a Use Rope check vs. (previous Use Rope DC + 5).   
  If you succeed you stop at the desired distance, but take 1d6 damage.   
  If you fail, you go into an uncontrolled fall.  If on your next turn you have not yet hit bottom (and are still holding the rope), you make a 
  new Use Rope check vs. (previous Use Rope DC + 10) to stop yourself and take 3d6 damage. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Concentration 
   
  Page 11 
  Concentration 
   
   
  Base Ability: 
  Constitution 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  — 
  In Class For: 
  Bard, Cleric, Druid, Monk Paladin, Ranger, Sorcerer, Wizard 
   
   
  Avoid failing a will-intensive act (usually casting a spell) when distracted. 
   
   
  Maintaining Concentration 
  (PH p69) 
  Time:  <reaction> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  The DC is increased by the spell level of the spell being attempted. 
  A separate check must be made against each occurring situation. 
   
  Situation 
  DC 
  Damage taken 
  10 + damage dealt 
  Continuous damage taken 
  10 + half damage dealt 
  Failed saving throw 
  10 
  Distracting spell or psionic power 
  Save DC of the spell or power 
  Entangled by spell (Animate Rope, Command 
  Plants, etc) 
  15 
  Grappled or pinned 
  20 1 
  Cast a spell with somatic component while 
  grappled or pinned 
  50 + spell level 
  Vigorous motion (bouncing wagon, moving 
  mount, ship on rough water) 
  10 
  Violent motion (galloping horse, ship on storm 
  tossed water) 
  15 
  Extremely violent motion (Earthquake spell) 
  20 
  Weather is heavy rain, sleet, or high winds 
  5 
  Weather is wind-driven hail, dust, or debris 
  10 
  Casting defensively 
  15 + spell level 
   
   
  Resist Heckling 
  (RoS p130) 
  Time:  <reaction> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  Allows you to retain your composure during a Performance when being Heckled (see page 8).   
  You receive a +2 bonus on this check if you have 5+ ranks in the Perform skill upon which the Performance is based. 
   
  If your Resist Heckling check is higher than the opponent’s Heckling check, then you receive a +2 bonus on your Perform check for the rest of the performance 
  (may be retroactive) –and– you receive a +5 bonus on further heckling attempts made in front of the same audience. 
   
   
                                                  
  1 The only spells that can be cast while grappled are ones with no Somatic components and any Material components are already in hand. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Control Shape 
   
  Page 12 
  Control Shape 
   
   
  Base Ability: 
  Wisdom 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  Only available to Afflicted Lycanthropes 
  In Class For: 
  <all afflicted lycanthropes> 
   
   
  While Natural Lycanthropes have automatic control over their shape-changing, Afflicted Lycanthropes (i.e., those whose have become infected with Lycanthropy) 
  must make Control Shape checks to maintain control. 
   
   
  Resist Involuntary Change 
  (MM p303) 
  Time:  <automatic> 
  Retry?  see below 
  Take 10?  No 
  Take 20?  No 
   
  The character must make a check to resist taking his/her Animal form under each of the following situations:  Moon-rise on the night of the Full Moon, taking ¼th 
  of his/her total hit-points in damage.  Note that a character has to option to fail the check on purpose (i.e., wants to change into the form). 
   
  If the check fails, the character immediately starts changing into the Animal form.    If the character is aware of his/her condition, he/she can make one Trigger 
  Voluntary Change check (see below) to return to Humanoid form.  Otherwise, the character does not return to  Humanoid until dawn. 
   
   
  Trigger Voluntary Change 
  (MM p303) 
  Time:  Standard Action 
  Retry?  see below 
  Take 10?  No 
  Take 20?  No 
   
  An Afflicted Lycanthrope who is aware of his/her condition can try to voluntarily change from form to form. 
   
  Situation 
  Full Moon 
  Not a Full Moon 
  Return to Humanoid Form 
  25 2 
  20 
  Assume Hybrid Form 
  15 
  15 
  Assume Animal Form 
  15 
  20 
                                                  
  2 If this check fails, the character remains in Hybrid  or Animal form until dawn. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Craft 
   
  Page 13 
  Craft  
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  +2 bonus for Masterwork Tools. 
  –2 penalty for Improvised Tools. 
  +2 Racial bonus for Dwarves when working with stone or metal. 
  +2 Racial bonus for Gnomes on Craft (Alchemy) checks. 
  +4 Racial bonus for Kobolds on Craft (Trapmaking) checks. 
  In Class For: 
  Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard 
   
  Skill used to create a sellable object.  Each Craft skill must be bought separately.   
   
  Examples of Crafts: 
  Alchemy (see page 14) 
  Cobbling 
  Pottery 
  Weaving 
  Armorsmithing (see page 14) 
  Composing (see page 15) 
  Sculpture 
  Woodcarving 
  Boat building (see page 14) 
  Gemcutting 
  Shipmaking 
  Wordsmithing (see page 17) 
  Bookbinding (see page 15) 
  Leatherworking 
  Stonecarving 
   
  Bowmaking (see page 15) 
  Locksmithing 
  Stonemasonry 
   
  Blacksmithing 
  Painting 
  Tattoo’ing (see page 16) 
   
  Calligraphy 
  Playwright (see page 15) 
  Trapmaking (see page 16) 
   
  Carpentry 
  Poisonmaking (see page 15) 
  Weaponsmithing (see page 16) 
   
   
  Earn Money 
  (PH p70) 
  Time:  1 Week 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  You make ½ of your Craft check in Gold Pieces for the week’s work.  This use requires you to work for someone else, who provides the raw materials and keeps 
  the produced items. 
   
  Make Item by the Week 
  (PH p70) 
  Time:  1 Week 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  To make an item, you must start by spending 1/3
  rd of the item’s cost to acquire the raw materials. 
  Make a check each week to determine how many Silver Pieces of the item’s worth have been completed.  Once the total worth equal’s the item’s cost, it is done. 
   
  Check vs. DC 
  Result 
  Success 
  You create (DC * Skill Check) Silver Pieces of the item’s worth. 
  Failed by 4 or less 
  No progress for the week 
  Failed by 5 or more 
  Ruined the work so far and must repurchase 1/6
  th of the item’s cost in raw materials 
   
  You may increase the item’s DC by any multiple of 10.  This accelerates the rate at which worth is created at the risk of failing more easily. 
   
  To create a Masterwork Item, you must first finish the item, then make an additional Craft check vs. DC 20 to see if you succeeded in Masterwork Quality.  Note 
  that the cost of a Masterwork Weapon is +300 gp and of Masterwork Armor/Shield is +150 gp, which increases the cost of raw materials and creation time, even 
  if the item does not end up being Masterwork Quality. 
   
  To create a Dwarvencraft Item(RoS p159) (an improvement on Masterwork), you must first finish the item, then make an additional Craft check vs. DC 22 to see if 
  you succeeded in Masterwork Quality.  Note that the cost of a Dwarvencraft Weapon is +600 gp and of Masterwork Armor/Shield is +300 gp, which increases 
  the cost of raw materials and creation time, even if the item does not end up being Dwarvencraft Quality. 
   
  Typical DC: 
  Item – General 
  DC 
   
  Item – General 
  DC 
  Very simple item 
  5 
   
  High quality item 
  15 
  Typical item 
  10 
   
  Complex item 
  20 
   
  Make Item by the Day 
  (PH p70) 
  Time:  1 Day 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Follows all the rule above, except the created worth is in Copper Pieces, not Silver Pieces.  It is more efficient to do a week’s work. 
   
  Repair an Item 
  (PH p70) 
  Time:  <variable> 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Follows all the rule above, except the cost to repair an object is typically 1/5
  th of the item’s price. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Craft 
   
  Page 14 
  Craft (alchemy) 
   
   
  Use the Craft rules with the following DC’s.  List of Alchemy item DC’s is in the Equipment Index 
   
   
  Preserve Raw Material 
  (DR349 p87) 
  Time:  -not stated- 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Some raw materials can only be used while “fresh”.  This usable time may be extended by with Craft (alchemy) check vs. DC 15. 
   
  Success: 
  Raw materials are usable for 1 extra week, +1 week per 5 points the check succeeded. 
  Failure by 4 or less: 
  Usability of the raw material remains the same. 
  Failure by 5 or more: Raw materials ruined. 
   
  This is one step in the process of making poison.  See Craft (poisonmaking) (page 15) for more details. 
   
   
  Craft (armorsmithing) 
   
   
  Use the Craft rules with the following DC’s.  (Storm p84) 
   
  Items 
  DC 
  Armor or Shield 
  10 + AC bonus 
   
  Armor & Shields may be Masterwork and/or Dwarvencraft. 
   
   
   
  Craft (boat building) 
   
   
  Use the Craft rules with the following DC’s. 
   
  Items 
  DC 
  Crude Raft 
   (Storm p102) 
  5 
  Dugout Canoe 
   (Storm p100) 
  8 
  Coracle 
   (Storm p098) 
  10 
  Well-Made Raft 
   (Storm p102) 
  10 
  Skiff  
  12 
  Launch 
   (Storm p101) 
  15 
  War Canoe 
   (Storm p103) 
  18 
  Pinnace 
   (Storm p101) 
  20 
   
   
   
  Craft (body modification) 
   
   
  Use the rules detailed in DR359 p116 for the following (including damage taken as part of the body modification process, chance of disease, etc.). 
   
  Items 
  DC 
  Cost (in gp) 
  Notes 
  Combat Mod – bludgeoning weapon 
  20 
  2 x non-magic cost 
  May be embedded in the arm / hand 
  Combat Mod – piercing weapon 
  25 
  2 x non-magic cost 
  May be embedded in the arm / hand 
  Combat Mod – slashing weapon 
  30 
  2 x non-magic cost 
  May be embedded in the arm / hand 
  Combat Mod – light armor 
  20 
  300 x AC bonus 
  AC bonus of +1 to +3 
  Combat Mod – medium armor 
  25 
  300 x AC bonus 
  AC bonus of +4 to +6 
  Combat Mod – heavy armor 
  30 
  300 x AC bonus 
  AC bonus of +7 to +8 
  Embedded Holy Symbol 
  15 
  100 
  May be embedded in hand, arm, chest, or face 
  Extra Body Slot 
  30 
  1½ x standard cost 
  Ring, Rod, or Wondrous Item does not take a slot.  –2 Con. 
  Living Spellbook 
  10 
  100 x Spell Level 
  Requires Feat: Skincaster(DR359 p117) 
  Skin Pocket 
  20 
  — 
  Hidden object must be size of Dagger or smaller, +6 bonus on 
  Sleigh of Hand check to conceal an object. 
   
  Combat Mods – weapon:  Light or One-Handed only.  May be Masterwork, made from a special material (e.g., silver, cold iron, etc.), & even be enchanted.  
  Cannot be Disarmed, but may be Sundered.  Always considered “drawn”. 
  Combat Mods – armor:  Weighs (5 x AC bonus) pounds.  May be Masterwork, made from a special material (e.g., silver, cold iron, etc.), have spikes & even be 
  enchanted.  Maximum Dexterity bonus of (9 – AC bonus) and Arcane Spell Failure of (5 x AC bonus)%. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Craft 
   
  Page 15 
  Craft (bookbinding) 
   
   
  Use the Craft rules with the following DC’s. 
   
  Items 
  DC 
  Spellbook 
  15 
   
   
  Craft (bowmaking) 
   
   
  Use the Craft rules with the following DC’s. 
   
  Items 
  DC 
  Longbow or Shortbow 
  12 
  Composite Longbow or Shortbow 
  15 
  Mighty Bow 
  15 + 2 * Strength modifier 
   
  Bows may be Masterwork. 
   
   
  Craft (composing) 
   
   
  Detailed in (RoS p131). 
  To make a composition, you must spend 2 gp per week (or 3 sp per day) on raw materials (paper, ink, quills, etc). 
  Each type of composition has a range of values.  You must choose the target value before you start. 
   
  Use the Craft rules with the following DC’s. 
   
  Items 
  DC 
  Value Range 
  Song 
  12 
  5 sp – 5 gp 
  Quartet or Quintet Composition 
  15 
  5 gp – 15 gp 
  Symphony 
  20 
  25 gp – 100 gp 
   
   
  Craft (playwright) 
   
   
  Detailed in (RoS p131). 
  To make a composition, you must spend 2 gp per week (or 3 sp per day) on raw materials (paper, ink, quills, etc). 
  Each type of composition has a range of values.  You must choose the target value before you start. 
   
  Use the Craft rules with the following DC’s. 
   
  Items 
  DC 
  Value Range 
  Dramatic Monologue 
  15 
  1 gp – 5 gp 
  Comedic Play 
  15 
  10 gp – 30 gp 
  Dramatic Play 
  15 
  15 gp – 50 gp 
   
   
  Craft (poisonmaking) 
   
   
  Detailed in (CAdv p97) and (DR349 p86). 
   
  Making poison requires multiple steps that uses several skills (though a single person does not need to make all the checks). 
   
  Step1 – acquire materials 
  Step 1a – buy materials 
  Buy raw materials in the local area – See Purchase Poisonmaking Materials (page 25). 
  Step 1b – harvest materials 
  Find the animal / plant that provides the raw materials for the desired poison (i.e., Monstrous Scorpions for Monstrous Scorpion poison, etc.) – See Know about 
  Animals, Fey, Giants, Monstrous Humanoids, Plants, & Vermin (page 42). 
  Remove the part of the animal / plant used for making the poison – See Harvest Poisonmaking Materials (page 69). 
  Determine how long the raw materials will be viable – See Determine Time until Spoilage (page 42). 
  If the poison manufacturing will not begin before the raw materials will go bad, extend their viability – See Preserve Raw Material (page 14). 
  Step 2 – Manufacture poison 
  At this point, the creation of poison follows the standard crafting rules.  Use the table in the Equipment Index to find the DC and Base Price of the desired 
  poison. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Craft 
   
  Page 16 
  Craft (tattoo’ing) 
   
   
  Mark a person’s skin with tattoos, scarification, and/or piercings. 
   
  Tattoos / Scarification / Piercing 
  (DR340 p92) 
  Time:  <see below> 
  Retry?  n/a 
  Take 10?  Yes 
  Take 20?  No 
   
  The Tattoo Artist must make a Heal check vs. DC 10 or the subject takes 1 point of Constitution damage.  This damage must be healed naturally, since magical 
  healing would also “heal” (i.e., remove) the tattoo / scarification / piercing that had just taken place. 
   
  Category 
  DC 
  Cost 3 
  Time 
  Effect on 
  Appropriate Tribe 
  Effect on 
  ‘Civilized’ People 
  Ornamental 
  10  
  up to 200 gp 
  1 day 4 
  — 
  — 
  Traditional 
  15 
  200 gp – 399 gp 
  1 day 
  +1 Diplomacy 
  — 
  Ceremonial 
  20 
  400 gp – 1,999 gp 
  3 days 
  +1 Diplomacy 
  +1 Intimidate 
  –1 Diplomacy 
  +4 Intimidate 
  Extreme 
  25 
  2,000 gp + 
  14 days 
  +1 Diplomacy 
  +3 Intimidate 
  –2 Diplomacy 
  +4 Intimidate 
   
   
   
  Craft (trapmaking) 
   
   
  Detailed in (DMG p76) & (DMG2 p40). 
  Use the Craft rules with the following DC’s.   
   
  Trap CR 
  DC 
  up to 3 
  20 
  4 – 6 
  25 
  7+ 
  30 
   
   
  Additional Components 
  DC Modifier 
  Proximity Trigger 
  +5 
  Automatic Reset 
  +5 
   
   
  Booby Trap 
  (DMG2 p41) 
  Time:  1 minute 
  Retry?  n/a 
  Take 10?  Yes 
  Take 20?  No 
   
  A Booby Trap is a CR ½ Trap.  It has a simple effect, such as a cord to trip someone or ring a bell.  Setting up a Booby Trap requires a Craft (trapmaking) check vs. 
  DC 20 and 1 minute’s work.  This can be accelerated to 1 Full Round by taking a –10 penalty on the check. 
   
  If the check misses by 5 or more, then the trapmaker sets the trap off on himself/herself. 
   
  Bobby traps require 50 gp worth of parts.  Alternatively, the parts can be scrounged from the surrounding area with a Survival check vs. DC 20 and 10 minutes of 
  work. 
   
   
  Craft (weaponsmithing) 
   
   
  Use the Craft rules with the following DC’s. 
   
  Items 
  DC 
  Crossbow 
  15 
  Simple Melee or Thrown Weapon 
  12 
  Martial Melee or Thrown Weapon 
  15 
  Exotic Melee or Thrown Weapon 
  18 
   
  Weapons may be Masterwork and/or Dwarvencraft. 
   
   
                                                  
  3 Typically paid in barter and services. 
  4 Best Guess – price and time for this Category are not listed. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Craft 
   
  Page 17 
  Craft (wordsmithing) 
   
   
  Detailed in (RoS p131). 
  To make a composition, you must spend 2 gp per week (or 3 sp per day) on raw materials (paper, ink, quills, etc). 
  Each type of composition has a range of values.  You must choose the target value before you start. 
   
  Use the Craft rules with the following DC’s. 
   
  Items 
  DC 
  Value Range 
  Poem 
  12 
  5 sp – 2 gp 
  Novel 
  15 
  5 gp – 15 gp 
  Reference Book 
  18 
  25 gp – 100 gp 
  Epic 
  20 
  50 gp – 500 gp 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Decipher Script 
   
  Page 18 
  Decipher Script 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  Yes 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  Feat: Diligent grants a +2 bonus. 
  In Class For: 
  Bard, Rogue, Wizard 
   
   
  This skill is used to work with runes, ciphers, and unknown written languages. 
   
   
  Decipher One Page of Text 
  (PH p71) 
  Time:  1 Minute 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Attempt to make sense of a page (or the equivalent) of an unknown language, runes, symbols, etc. 
   
  Message Complexity 
  DC 
  Simple 
  20 
  Standard 
  25 
  Difficult 
  30 
   
  If you fail, the DM makes a Wisdom check vs. DC 5.  If this check fails too, then you erroneously think you deciphered the text. 
   
   
  Create a Cipher 
  (CAdv p98) 
  Time:  1 Week 
  Retry?  No 
  Take 10?  Always 
  Take 20?  No 
   
  You create a cipher that can used to transfer written message safely.  Once created, it can be reused over and over again, even by others with whom you share your 
  technique. 
   
   
  Break a Cipher 
  (CAdv p98) 
  Time:  1 Day 
  Retry?  Yes, but each retry takes 1 Week 
  Take 10?  Yes 
  Take 20?  No 
   
  You attempt to break someone else’s Cipher.  Your target number is the Cipher creator’s Decipher Script bonus + 10 (i.e., Creating a Cipher is always “takes 10”). 
   
   
  Encode a Page 
  (RoD p147) 
  Time:  1 Hour 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  You create a code that can used to transfer written message safely. 
   
   
  Decode a Page 
  (RoD p147) 
  Time:  1 Hour 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  You attempt to break someone else’s code.  Your target number is the Encoder’s ‘Encode a Page’ check value. 
   
   
  If you fail, the DM makes a Wisdom check vs. DC 5.  If this check fails too, then you erroneously think you decided the text. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Diplomacy 
   
  Page 19 
  Diplomacy 
   
   
  Base Ability: 
  Charisma 
  Must be Trained?: 
  Yes 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if 5+ ranks in Bluff 
  +2 bonus if 5+ ranks in Knowledge (nobility and royalty) 
  +2 bonus if 5+ ranks in Sense Motive 
  Special: 
  +2 Racial bonus if you are a Half-Elf. 
  Feat: Negotiator grants a +2 bonus. 
  In Class For: 
  Bard, Cleric, Druid, Monk, Paladin, Rogue 
   
   
  This skill is used to negotiate effectively and influence others with reason or charm.  It includes persuasion, negation, etiquette, social grace, tact, and subtly.  See 
  Bluff for using fast talking and Intimidate for using threats. 
   
   
  Change Attitude 
  (PH p71) 
  Time:  1 Minute 
  Retry?  Usually No 
  Take 10?  Yes 
  Take 20?  No 
   
  Take the initial attitude of the target and make a Diplomacy check.  The target’s new attitude depends on the total roll. 
   
  You may make a Rushed Change Attitude check in 1 Full Round at the cost of a –10 penalty on your Change Attitude check. 
   
  Attitude 
  Means 
  Possible Actions 
  Hostile 
  Will take risks to hurt you 
  Attack, interfere, berate, flee 
  Unfriendly 
  Wishes you ill 
  Mislead, gossip, avoid, watch suspiciously, insult 
  Indifferent 
  Doesn’t much care 
  Socially expected interaction 
  Friendly 
  Wishes you well 
  Chat, advise, offer limited help, advocate 
  Helpful 
  Will take risks to help you  
  Protect, back up, heal, aid 
   
   
  Initial 
  New Attitude 
  Attitude 
  Hostile 
  Unfriendly 
  Indifferent 
  Friendly 
  Helpful 
  Hostile 
  less than 20 
  20 – 24 
  25 – 34 
  35 – 49 
  50+ 
  Unfriendly 
  less than 5 
  5 – 14 
  15 – 24 
  25 – 39 
  40+ 
  Indifferent 
  — 
  less than 1 
  1 – 14 
  15 – 29 
  30+ 
  Friendly 
  — 
  — 
  less than 1 
  1 – 19 
  20+ 
  Helpful 
  — 
  — 
  — 
  less than 1 
  1+ 
   
   
  Mediate 
  (CAdv p99) 
  Time:  1 Day (or more) 
  Retry?  <see below> 
  Take 10?  No 
  Take 20?  No 
   
  Similar to ‘Change Attitude’, but you are interacting with two (or more) disagreeing people (or even groups). 
  As long as at least one faction has an Attitude of ‘Unfriendly’ or better, you may continue to retry Mediate checks.  Once both groups are Hostile, you are finished. 
   
  The DC of your Mediate check is increased by the Diplomacy modifier of the group’s leader.  This makes it much easier to make the leader’s attitude worse. 
  The DC is further increased by +5 if the groups are of different cultures or races from each other. 
   
  You may make a Rushed Mediate check in 1 Hour at the cost of a –10 penalty on your Mediate check.  
   
   
  Haggle 
  (CAdv p98) 
  Time:  1 Minute 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Used to bargain down the price of goods and/or services.  If you can adjust the vendor’s Attitude to Helpful, you receive a 10% discount.  Note that most vendor’s 
  attitudes start at Indifferent.   
  If you make the vendor’s attitude worse, he/she will not sell to you. 
   
  The DC of your Haggle check is increased by the Diplomacy modifier of the vendor.  This makes it much easier to make the vendor’s attitude worse. 
   
   
  Direct a Crowd 
  (DMG p100) 
  Time:  1 Full Round 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  By making a Diplomacy check vs. DC 15, you can make a crowd move in the direction you desire.  If another creature is also directing a crowd (with either 
  Diplomacy or Intimidate) and you both make your DC’s, then the one with the higher check directs the crowd. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Disable Device 
   
  Page 20 
  Disable Device 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  Yes 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  Feat: Nimble Fingers grants a +2 bonus. 
  In Class For: 
  Rogue 
   
   
  This skill is used to disarm a trap, jam a lock, or rig a wagon wheel to fall off.  You can examine simple mechanical devices and disable them. 
   
   
  Disarm Trap or Sabotage Device 
  (PH p72) (CAdv p99)+ 
  Time:  <see below> 
  Retry?  <see below> 
  Take 10?  Yes 
  Take 20?  Yes 
   
  Success by 10+: 
  If you are a Rogue, you can bypass the trap, leaving it active.  You know how to bypass it again if there is a need. 
  Success by 0 – 9: 
  You deactivate the trap 
  Failure by 4 or less: 
  Can try again. 
  Failure by 5 or more: Trap is set off or the Sabotage goes very wrong. 
   
   
  Device Type 
  DC 
  Time 
  Simple device (jamming a lock) 
  10 
  1 round 
  Tricky device (sabotaging a wagon wheel) 
  15 
  1d4 rounds 
  Difficult device (disarm/reset a trap) 
  20 
  2d4 rounds 
  Very difficult (disarm a complex trap) 
  25 
  2d4 rounds 
   
   
  Trapfinding class feature only 
  DC 
  Magic trap or rune 
  25 + spell level 
   
   
  Modifiers 
  DC 
  Leave no trace 
  +5 
  Reduce time to 1 round (if was longer) 
  +20 
   
   
  Modifiers 
  DC 
  Masterwork-quality Tools 
  +5 
  Standard-quality Tools 
  +0 
  Improvised Tools 
  –5 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Disguise 
   
  Page 21 
  Disguise 
   
   
  Base Ability: 
  Charisma 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if 5+ ranks in Bluff when trying to act “in character”. 
  Special: 
  Spells like Disguise Self grant a +10 bonus on Disguise checks. 
  Feat: Deceptive grants a +2 bonus. 
  In Class For: 
  Bard, Rogue 
   
   
  This skill is used to appear to be someone else, possibly someone specific. 
  Opposed by a Spot check. 
   
   
  Alter Appearance 
  (PH p72) 
  Time:  10-30 Minutes 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Use this check to look like someone other than yourself. 
   
  Situation 
  Mod 
  Use a Disguise Kit 
  +2 
  Change only minor details 
  +5 
  Disguised as a different gender 
  –2 
  Disguised as a different race 
  –2 
  Disguised as a different age (per step) 5 
  –2 
  Disguised as a different class 
  –2 
  New height within +/– 10% 
  –0 
  New height within +/– 11% to 25% 
  –25 
  New height within +/– 26% to 50% 
  –50 
   
   
   
  Impersonate 
  (PH p72) 
  Time:  10-30 Minutes 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Instead of just looking different, you can Impersonate a specific individual.  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. 
   
  Situation 
  Bonus to Opponent’s 
  Spot check 
  Recognizes on sight 
  +4 
  Friend or associate 
  +6 
  Close friend 
  +8 
  Intimate 
  +10 
   
   
  Disguise an Object’s Function 
  (RoD p147) 
  Time:  <see below> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  An object’s purpose can be hidden by modifying how it looks.  Making this check requires materials for the “disguise”.  The object may have its height and/or 
  weight appear 10% larger or smaller (or more if the appropriate Craft check can be used). 
   
  Object’s Size 
  Time Required 
  up to Tiny 
  1d6 x 5 minutes 
  Small – Large 
  1d8 x 10 minutes 
  Huge or larger 
  1d10 x 20 minutes 
   
   
  The result of this check is the DC for the Search check of an examiner when he/she makes a Determine an Object’s Function check (see page 58). 
                                                  
  5 The steps are: Young, Adulthood, Middle Age, Old, and Venerable 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Escape Artist 
   
  Page 22 
  Escape Artist 
   
   
  Base Ability: 
  Dexterity 
  Must be Trained?: 
  No 
  Armor Check?: 
  Yes 
  Synergy bonus: 
  +2 bonus if 5+ ranks in Use Rope, when trying to escape from rope bonds 
  Special: 
  Feat: Agile grants a +2 bonus. 
  In Class For: 
  Bard, Monk, Rogue 
   
   
  This skill is used to escape from being bound, move through small spaces, etc. 
   
   
  Escape from Restraint 
  (PH p73) (CAdv p99)+ 
  Time:  <see below> 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes, if Unopposed 
   
  Spend the indicated time making an Escape Artist check vs. the indicated DC. 
  You can speed up your Escape Artist attempt by making a ‘Quick Escape’ check by increasing the DC by +10. 
   
  Type of Restraint 
  DC 
  Time of a Normal Escape 
  Attempt 
  Time of a Quick Escape 
  Attempt (at +10 DC) 
  Ropes 
  Opposed by binder’s  
  Use Rope check + 10 
  1 Minute 
  5 Full Rounds 
  Grappler 
  Opposed by the  
  Grapple check 
  1 Standard Action 
  1 Move Action 
  Net 
  20 
  1 Full Round 
  1 Standard Action 
  Animate Rope, Command Plants, & Entangle 
  20 
  1 Full Round 
  1 Standard Action 
  Snare spell 
  23 
  1 Full Round 
  1 Standard Action 
  Manacles 
  30 
  1 Minute 
  5 Full Rounds 
  Masterwork manacles 
  35 
  1 Minute 
  5 Full Rounds 
  Tight space (your head fits, but your shoulders don’t) 
  30 
  1 Minute+ 
  5 Full Rounds+ 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Forgery 
   
  Page 23 
  Forgery 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  Feat: Deceitful grants a +2 bonus. 
  In Class For: 
  Rogue 
   
   
  This skill is used to make or detect fake documents.  A Forgery check is Opposed by the examiner’s Forgery check. 
   
   
  Make a Forgery 
  (PH p74) 
  Time:  1+ Minute per Page 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  To make a forgery, you need appropriate materials (ink, paper, sealing wax, etc.).  In order to make a hand-written document match a person’s handwriting, you 
  need a large sample of that person’s handwriting from which to work. 
  A circumstance bonus applies if the contents of the document seem suspicious. 
   
  Task 
  Modifiers to the 
  Forger’s check 
  Type of document is unknown to the reader 
  –2 
  Type of document is somewhat known to the reader 
  +0 
  Type of document is well known to the reader 
  +2 
  Handwriting is unknown to the reader 
  –2 
  Handwriting is somewhat known to the reader 
  +0 
  Handwriting is well known to the reader 
  +2 
  Reader only casually reviews the document 
  –2 
  Document not specific to a person (such as a government degree, a business ledger) 
  +8 
  You have a copy of the signature that you are forging 
  +4 
   
  A successfully forged set of documents can grant a person a +2 Circumstance bonus on a Bluff, Diplomacy, or Intimidate check, at the DM’s discretion. 
   
   
  Detect Forgery 
  (PH p74) 
  Time:  1+ Minute per Page 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  You get one chance to detect a forgery.  The above modifiers apply. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Gather Information 
   
  Page 24 
  Gather Information 
   
   
  Base Ability: 
  Charisma 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in Knowledge (local). 
  Special: 
  +2 Racial bonus if you are a Half-Elf. 
  Feat: Investigator grants a +2 bonus. 
  In Class For: 
  Bard, Rogue 
   
   
  This skill is used to learn information around town. By spending an evening (and a few coins for drinks and the like), you learn information around town. 
   
  Learn Information 
  (PH p74) 
  Time:  1 Evening (1d4+1 hours) 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes, but it takes 20 nights 
   
  By spending an evening (and a few coins for drinks and the like), you learn information around town. 
   
  Task 
  DC 
  General information  
  10 
  Specific information 
  15 
  Exotic information 
  25 
  Not be noticed 
  +20 
   
  Learn Organization Structure 
  (RoD p148) 
  Time:  1 Evening (1d4+1 hours) 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes, but it takes 20 nights 
   
  Gain a broad overview of the command structure of an organization, including its leaders, layers of command, identifying ranks, etc. 
   
  Organization 
  DC 
  Examples 
  Public 
  10 
  Local Government, Local Guild 
  Private 
  15 
  Private Club, Military 
  Exclusive 
  20 
  Invitation-only Club, Local Criminals 
  Secretive 
  25 
  Espionage Group, Criminal Cartel 
  Unknown 
  30 
  Shadow Government, Underground Cult 
  Learn Member Names 
  +10 
   
  Learn Member Locations 
  +5 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Gather Information 
   
  Page 25 
  Gather Information (continued) 
   
   
  Urban Tracking 
  (RoD p154) 
  Time:  1 Hour –or– 30 Minutes  
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Requires Feat: Urban Tracking (RoD p154). 
  Allows you to locate and follow another creature’s “trail” through an urban environment.  A new check must be made each time the tracked party does something 
  that make their trail hard to follow (intentionally or otherwise), such as going to a different part of town (minimum of one new check each hour). 
   
  Community Size 
  DC 
  Number of Checks Required 
  Thorp, Hamlet, or Village 
  5 
  1d3 
  Small or Large Town 
  10 
  1d4+1 
  Small or Large City 
  15 
  2d4 
  Metropolis 
  20 
  2d4+2 
   
   
  Conditions 
  Modifier 
  For every three creatures in the group being 
  sought 
  –1 
  For every 24 hours the creatures have been 
  missing / sought 
  +1 
  Tracked party matches community’s Primary 
  Racial Demographic 
  –2 
  Tracked party is “lying low” 
  +5 
  Tracked party does not match community’s 
  Primary or Secondary Racial Demographic 
  +2 
   
   
  Speed 
  Modifier 
  One hour per check 
  +0 
  30 minutes per check 
  +5 
   
   
  Purchase Poisonmaking Materials 
  (DR349 p86) 
  Time:  1 Evening (1d4+1 hours) 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Find the raw materials for making poison. 
   
  Success by 5+: 
  You find the materials at 1/6
  th the normal price. 
  Success by 0 – 4: 
  You find the materials. 
  Failure by 4 or less: 
  Can’t find the materials. 
  Failure by 5 or more: Can’t find the materials and someone finds out you were looking (typically the authorizes or your intended target). 
   
  DC = 10 + Modifiers. 
   
  Animal-based Materials 
  DC 
  Currently in the target Animal’s habitat 
  +0 
  Not in the Animal’s habitat 
  +5 
  Animal’s CR 
  +CR 
   
  Plant-based Materials 
  DC 
  Currently in the target Plant’s habitat 
  +0 
  Not in the Plant’s habitat 
  +5 
   
  Legality 
  DC 
  You are a member of a local Assassin or Thief 
  Guild 
  –2 
  Target poison is legal in the area 
  –4 
   
  General Alignment of Region / City 
  DC 
  Good 
  +2 
  Lawful 
  +2 
  Chaotic 
  –2 
  Evil 
  –2 
   
  Community Size 
  DC 
  In the wilds 
  +6 
  Thorp, Hamlet, or Village 
  +4 
  Small Town 
  +0 
  Large Town or Small City 
  –2 
  Large City or Metropolis 
  –4 
   
  This is one step in the process of making poison.  See Craft (poisonmaking) (page 15) for more details. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Handle Animal 
   
  Page 26 
  Handle Animal 
   
   
  Base Ability: 
  Charisma 
  Must be Trained?: 
  No – Handle an Animal, Push an Animal 
  Yes – Teach an Animal a Trick, Train an Animal for a Purpose, Rear a Wild Animal 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  Druids & Rangers receive a +4 Circumstance bonus with their Animal Companion. 
  Feat: Animal Affinity grants a +2 bonus. 
  In Class For: 
  Barbarian, Druid, Fighter, Paladin, Ranger 
   
   
  This skill is used to raise, train, and work animals. 
   
   
  Using any of the following skills on a wounded Animal (including nonlethal or ability score damage) increases the DC by +2. 
   
  These skills may be used on a creature that is not an Animal if it has an Intelligence of 1 or 2, but the DC is increased by +5. 
   
   
  Handle an Animal 
  (PH p74) 
  Time:  Move Action 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Used to command an Animal to perform a task or trick that it already knows. 
   
  Make a Handle Animal check vs. DC 10. 
   
  For a list of Tricks, see page 84. 
   
   
  Push an Animal 
  (PH p74) 
  Time:  1 Full Round 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Used to command an Animal to perform a task or trick that it does not know.  Also can be used to make an Animal perform a Forced March (PH p164) or make it 
  Hustle for more than 1 hour between sleep cycles. 
   
  Make a Handle Animal check vs. DC 25. 
   
   
  Rear a Wild Animal 
  (PH p75) 
  Time:  <varies by animal> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Raise a non-domesticated animal from infancy so that it becomes domesticated.  You may rear up to three of the same type of creature at one time. 
   
  Make a Handle Animal check vs. DC (15 + HD of the Animal). 
   
  An Animal that is successfully reared can learn Tricks or a Purpose while it is growing up. 
   
   
  Calm an Animal 
  (RoS p131) 
  Time:  <varies> 
  Retry?  each hour 
  Take 10?  No 
  Take 20?  No 
   
  When in an unusual environment (a horse in a storm-tossed ship’s hold, an eagle underground), an animal can get very skittish.  It is allowed a Will save, but its 
  Master may spend time calming the animal, which allows the animal to use the better of its own Will save and its Master’s Handle Animal (or Ride) check. 
   
  Unusual Environment: 
  DC 10 
  Disturbing Environment: 
  DC 15 
  Obviously Dangerous: 
  DC 20 
   
   
  Success: 
  Animal remains calm. 
  Failure by 9 or less: 
  Animal is Shaken. 
  Failure by 10 or more: 
  Animal is Panicked. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Handle Animal 
   
  Page 27 
  Handle Animal (continued) 
   
   
  Teach an Animal a Trick 
  (PH p74) 
  Time:  1 Week 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Teach an Animal a Trick (choices and DC’s listed below).  By default, an Animal can know 3 Tricks per point of Intelligence score.  Teaching a Trick requires one 
  week of training followed by a Handle Animal check vs. the listed DC. 
   
  Trick 
  Source 
  DC 
  Prerequisite 
  Description 
  Air Walk 
  (PH p197) 
  25 
  — 
  The Animal can be the subject of the spell Air Walk without panicking. 
  Ambush 
  (RotW p146) 
  20 
  Attack trick 
  The Animal makes a Hide check and remains hidden until a creature it is trained to attack (but not something 
  harmless (like a squirrel) or an ally) comes within a single move of it.  At that point, it will move and attack. 
  If the Master wants a specific creature / type of creature to be attacked, this requires a Handle Animal check vs. 
  DC 20 (or the spell Speak with Animal), preferably with an article of clothing or fur to use as an example. 
  Assist Attack 
  (CAdv p100) 
  20 
  Attack trick 
  The Animal will attempt to Flank the opponent designated by its Master (if it can do so without generating an 
  Attack of Opportunity).  On command, the Animal will use the ‘Aid Other’ action to attempt to grant his/her 
  Master (or designated ally) a +2 bonus on his/her attack roll. 
  Assist Defend 
  (CAdv p100) 
  20 
  Defend trick 
  On command, the Animal will use the ‘Aid Other’ action to attempt to grant his/her Master (or designated ally) a 
  +2 bonus on his/her AC. 
  Assist Track 
  (CAdv p100) 
  20 
  Track trick 
  Scent ability 
  On command, the Animal will use the ‘Aid Other’ action to attempt to grant his/her Master a +2 Circumstance 
  bonus on Survival checks in order to ‘track’. 
  Attack 
  (PH p074) 
  20 
  — 
  The Animal will attack the designated Humanoid, Monstrous Humanoid, Giant, or Animal. 
  Attack Unusual 
  (PH p074) 
  20 
  Attack trick 
  The Animal will attack the designated creature of any type (including Undead). 
  Avoid 
  (DR323 p101) 
  15 
  — 
  The Animal will avoid the designated creature. 
  Bomb 
  (DR357 p035) 
  20 
  Deliver trick 
  Raptors only 
  The Animal flies over the indicated creature while holding an object in its talons and then drops it. 
  Bull Rush 
  (RotW p146) 
  20 
  Attack trick 
  The Animal makes a Bull Rush attempt on a designated creature it is willing to attack. 
  Circle 
  (DR323 p101) 
  15 
  Guard trick 
  The Animal will keep the designated creature within a confined area by circling it.  If the creature attempts to  
  leave the area, the Animal will attack until it returns to the confined area. 
  Circle’ 
  (DR357 p035) 
  25 
  Seek trick 
  Raptors only 
  The Master indicates a target to the Animal by making a Handle Animal check vs. DC 15.  The Animal can only 
  “remember” one target at a time. 
  When ordered, the Animal hunts for the indicated creature in a 1 mile radius.  If it finds the creature, it flies to a 
  safe height and circles overhead (typically the Master will then track down the creature based on the Animal’s 
  location).  If the Master hasn’t arrived nearby after 1 hour, it returns to his/her last location. 
  Come 
  (PH p074) 
  15 
  — 
  The Animal will come to its Master, even into unusual areas (including small spaces). 
  Courage 
  (DR323 p101) 
  20 
  Trainer must 
  have Wild 
  Empathy 
  If the Animal is within 20’ of its Master, it receives a +2 bonus on Will saves vs. Fear effects. 
  Defend 
  (PH p075) 
  20 
  — 
  The Animal will automatically come to its Master’s defense, or will defend a person designated by its Master. 
  Deliver 
  (DR357 p035) 
  20 
  — 
  The Master gives the Animal an object to carry.  The Animal goes to the indicated creature and then drops the 
  object within the creature’s reach. 
  Disarm 
  (DR357 p035) 
  (RotW p146) 
  20 
  Attack trick 
  The Animal makes a Disarm attempt at +2 on a designated creature it is willing to attack & who is no more than 
  one size category larger then the Animal.  Note that this does generate an Attack of Opportunity.   
  If the Animal’s attack can carry the disarmed weapon (such as with a mouth), it ends up “holding” the weapon. 
  Dive 
  (Storm p084) 
  15 
  — 
  The Animal will jump into water from a height and swim underwater. 
  Down 
  (PH p075) 
  15 
  — 
  The Animal will stop attacking on command.  Without this trick, the Animal attacks until its opponent is defeated 
  or it is driven off. 
  Fetch 
  (PH p075) 
  15 
  — 
  The Animal will attempt to retrieve the designated object. 
  Find 
  (DR323 p101) 
  25 
  Scent ability 
  Seek trick 
  Track trick 
  The Animal will track down a person known to it.  This trick is often used to transporting messages.  The Animal 
  knows its Master, plus one additional person per point of Intelligence.   
  Guard 
  (PH p075) 
  20 
  — 
  The Animal will stay in the designated location and keep others from approaching it. 
  Harass 
  (DR357 p036) 
  15 
  Attack trick 
  The Animal growls, threatens, etc., the designated creature.  Note that this generates an Attack-of-Opportunity.  If 
  the Animal makes a successful attack roll on the creature, it takes no damage but receives a –4 penalty on attacks, 
  saves, & skill checks for 1 round (Concentration check vs. DC 10 + Animal’s HD + Master’s Charisma modifier 
  to resist). 
  Heel 
  (PH p075) 
  15 
  — 
  The Animal will follow its Master, even into unusual areas (including small spaces). 
  Herd 
  (DR357 p036) 
  20 
  Guard trick 
  Canines only 
  The Animal patrols an area up to its base land movement on each side and keep creatures from leaving or entering.  
  It gives a warning (typically growls) before attacking.  The Master may also have the Animal get the creatures in 
  the area of move in an indicated direction. 
  Hold 
  (CAdv p100) 
  20 
  Attack trick 
  The Animal will initiate a Grapple on the designated creature and attempt to perform a Hold. 
  Home 
  (CAdv p100) 
  20 
  — 
  The Animal travels back to the place where it was trained. 
  Hunt 
  (CAdv p100) 
  15 
  — 
  The Animal brings food back to its Master if it makes the appropriate Survival check. 
  Identify Scent 
  (DR357 p036) 
  15 
  Scent ability 
  Track trick 
  Each time it learns this trick, the Animal memorizes three distinct smells (such as a breed of animal, a type of 
  creature (e.g., Orc), a specific perfume, etc.).  If the Animal smells one of these scents, it indicates which one 
  with a distinctive bark, howl, etc. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Handle Animal 
   
  Page 28 
  Trick 
  Source 
  DC 
  Prerequisite 
  Description 
  Jump 
  (Storm p085) 
  15 
  — 
  The Animal will perform a jump as you direct.  An aquatic animal will jump out of the water & into the air. 
  Loyalty 
  (DR323 p101) 
  25 
  Trainer must 
  have Wild 
  Empathy 
  If the Animal is within 20’ of its Master, it receives a +2 bonus on Will saves vs. Enchantment spells & effects.  
  Note:  this stacks with the ‘Devotion’ ability of a Druid’s Animal Companion. 
  Mark 
  (RotW p147) 
  20 
  — 
  The Animal move to within 10’ of the designated creature and stays that close, but attempts to keep out of reach.  
  It makes noise so its Master always knows where the two are. 
  If the Animal also knows the Seek trick,  then the Animal can be ordered to watch an area for an attacker.  If it 
  sees someone attack (with a weapon or a spell) in its Master’s direction, it ‘marks’ that foe. 
  New Skill, 
  Difficult 
  (DR323 p101) 
  30 
   Intelligence 2+ 
  Trainer must 
  have 1+ rank 
  in the Skill 
  The Animal gains a new ‘class skill’ that it may spend future skill point upon.  Skill choices include Bluff, Escape 
  Artist, Intimidate, Search, Survival, & Tumble. 
  New Skill, Easy 
  (DR323 p101) 
  25 
   Intelligence 2+ 
  Trainer must 
  have 1+ rank 
  in the Skill 
  The Animal gains a new ‘class skill’ that it may spend future skill point upon.  Skill choices include Balance, 
  Climb, Hide, Jump, Listen, Move Silently, Spot, & Swim. 
  Overrun 
  (RotW p147) 
  20 
  Attack trick 
  The Animal makes an Overrun attempt on a designated creature it is willing to attack. 
  Perform 
  (PH p075) 
  15 
  — 
  The Animal can perform simple tricks, such as barking on command & rolling over. 
  Recover 
  (DR323 p101) 
  20 
  Seek trick 
  The Animal pulls the designated person that is unconscious, paralyzed, or otherwise unmoving to an area it 
  believes to be safer. 
  Scent Fighting 
  (RoS p131) 
  20 
  Scent ability 
  The Animal may use a Move Action to locate a scent and then move in that direction (stopping if he/she gets to 
  within 5’ of the scent originator).  Useful for locating Invisible or hidden creatures. 
  Seek 
  (PH p075) 
  15 
  — 
  The Animal goes into the designated area and looks (and/or smells) for anything alive and/or animate.   
  Silence 
  (DR357 p036) 
  10 
  — 
  The Animal makes no noise unless ordered to by its Master. 
  Special 
  Movement 
  (RoS p131) 
  20 
  — 
  The Animal is trained to use a mode of movement not natural to it, usually granted by magic.  For example, this 
  trick would allow a target animal to make use of Spider Climb.   
  Movement examples include flying, burrowing, climbing, or swimming. 
  Stalk 
  (CAdv p100) 
  20 
  Attack trick 
  The Animal follows the designated creature and attempts to remain unnoticed.  When the creature is injured or 
  resting, the Animal attacks. 
  Stay 
  (PH p075) 
  15 
  — 
  The Animal will stay in the designated location, but will allow other to approach. 
  Steal 
  (CAdv p100) 
  20 
  Fetch trick 
  The Animal attempts to take an object away from the designated creature and return it to the Master. 
  Subdue 
  (CAdv p100) 
  20 
  Attack trick 
  The Animal attacks the designated creature at a –4 penalty in order to do Subdual Damage. 
  Swim 
  (Storm p085) 
  15 
  — 
  The Animal will swim as you direct.  Most animals know this trick for free.  It only needs to be taught those that 
  do not swim. 
  Throw 
  (DR323 p101) 
  25 
  — 
  The Animal can pick up an object in its mouth, claws, etc., and throw it.  Monkeys, Gorillas, etc., have a range 
  increment of 10’, all others have a range increment of 5’.  The Animal receives a –4 penalty when targeting a 
  creature or location.  This trick does not grant proficiency, to throwing a Dagger (for example) would have an 
  additional penalty.   
  Track 
  (PH p075) 
  20 
  Scent ability 
  The Animal will attempt to track the presented sample scent. 
  Warn 
  (CAdv p101) 
  20 
  Guard trick 
  If the Animal see, hears, or smells a creature with which it has not been trained to ignore, the Animal confronts the 
  creature and makes a loud sound (bark, hiss, squawk, etc.).  If the creature does not stop, the Animal attacks it. 
  Watch 
  (DR346 p086) 
  20 
  — 
  The Animal will hide and stay quiet until called by the Master. 
  Work 
  (PH p075) 
  15 
  — 
  The Animal will pull or push a Medium / Heavy load. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Handle Animal 
   
  Page 29 
  Handle Animal (continued) 
   
   
  Train an Animal for a Purpose 
  (PH p75) 
  Time:  2 – 6 Week 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Teach an Animal a collection of Tricks that allowing it to work well in a job, such as Guarding or Hunting.  An Animal may only be trained to have one Purpose, 
  though it can still learn individual Tricks, up to its Intelligence maximum. 
   
  Only one Handle Animal check must be made at the end of the training, which is still 1 week per Trick.  The Animal must have enough Intelligence to learn all the 
  Tricks. 
   
  Purpose 
  Source 
  DC 
  Weeks 
  Description 
  Combat Riding 
  (PH p75) 
  20 
  6 
  The Animal knows Attack, Come, Defend, Down, Guard, & Heel.   
  Note:  Warhorses & Riding Dogs already have this training. 
  Fighting 
  (PH p75) 
  20 
  3 
  The Animal knows Attack, Down, & Stay.   
  Note:  This Purpose can be upgrade to Advanced Fighting in 2 weeks with DC 20.  This supersedes any additional 
  tricks the Animal knew. 
  Fighting, Advanced 
  (CAdv p101) 
  20 
  6 
  The Animal knows Assist Attack, Attack, Down, Hold, Stay, & Subdue. 
  Fighting, Underground  
  (RoS p132) 
  20 
  6 
  The Animal knows Attack, Defend, Down, Heel, Scent Fighting, & Seek. 
  Fishing 
  (Storm p85) 
  20 
  6 
  The Animal knows Attack, Come, Dive, Down, Fetch, & Seek.  Can be used with birds. 
  Guarding 
  (PH p75) 
  20 
  4 
  The Animal knows Attack, Defend, Down, & Guard.  
  Note:  This Purpose can be upgrade to Defensive Guarding in 3 weeks with DC 20.  This supersedes any additional 
  tricks the Animal knew. 
  Guarding, Defensive 
  (CAdv p101) 
  20 
  6 
  The Animal knows Defend, Down, Guard, Hold, Subdue, & Warn. 
  Heavy Labor 
  (PH p75) 
  15 
  2 
  The Animal knows Come & Work.   
  Helpmate 
  (RotW p147) 
  20 
  6 
  The Animal knows Come, Down, Fetch, Guard, Heel, & Stay. 
  Herding 
  (RotW p147) 
  20 
  6 
  The Animal knows Come, Down, Guard,  Heel, Mark, & Seek. 
  Hunting 
  (PH p75) 
  20 
  6 
  The Animal knows Attack, Down, Fetch, Heel, Seek, & Track. 
  Messenger 
  (Storm p85) 
  15 
  4 
  The Animal knows Come, Fetch, Seek, & Track.  Typically has a canister attacked to hold messages. 
  Performing 
  (PH p75) 
  15 
  5 
  The Animal knows Come, Fetch, Heel, Perform, & Stay. 
  Rescue 
  (RotW p147) 
  15 
  5 
  The Animal knows Fetch, Mark, Seek, Track, & Work. 
  Rescue, Aquatic 
  (Storm p85) 
  20 
  6 
  The Animal knows Come, Defend, Dive, Fetch, Seek, & Work.  Works best with a strong swimmer. 
  Riding 
  (PH p75) 
  15 
  3 
  The Animal knows Come, Heel, & Stay. 
  Note:  This Purpose can be upgrade to Combat Riding in 3 weeks with DC 20.  This supersedes any additional 
  tricks the Animal knew. 
  Thievery 
  (CAdv p101) 
  20 
  6 
  The Animal knows Fetch, Heel, Home, Seek, Steel, & Work. 
   
   
   
          Trick 
  Purpose 
  Assist Attack 
  Attack 
  Come 
  Defend 
  Dive 
  Down 
  Fetch 
  Guard 
  Heel 
  Hold 
  Home 
  Mark 
   Perform 
  Scent Fighting 
  Seek 
  Stay 
  Steel 
  Subdue 
  Track 
  Warn 
  Work 
  Combat Riding 
   
  + 
  + 
  + 
   
  + 
   
  + 
  + 
   
   
   
   
   
   
   
   
   
   
   
   
  Fighting 
   
  + 
   
   
   
  + 
   
   
   
   
   
   
   
   
   
  + 
   
   
   
   
   
  Fighting, Advanced 
  + 
  + 
   
   
   
  + 
   
   
   
  + 
   
   
   
   
   
  + 
   
  + 
   
   
   
  Fighting, Underground 
   
  + 
   
  + 
   
  + 
   
   
  + 
   
   
   
   
  + 
  + 
   
   
   
   
   
   
  Fishing 
   
  + 
  + 
   
  + 
  + 
  + 
   
   
   
   
   
   
   
  + 
   
   
   
   
   
   
  Guarding 
   
  + 
   
  + 
   
  + 
   
  + 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Guarding, Defensive  
   
   
   
  + 
   
  + 
   
  + 
   
  + 
   
   
   
   
   
   
   
  + 
   
  + 
   
  Heavy Labor 
   
   
  + 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  + 
  Helpmate 
   
   
  + 
   
   
  + 
  + 
  + 
  + 
   
   
   
   
   
   
  + 
   
   
   
   
   
  Herding 
   
   
  + 
   
   
  + 
   
  + 
  + 
   
   
  + 
   
   
  + 
   
   
   
   
   
   
  Hunting 
   
  + 
   
   
   
  + 
  + 
   
  + 
   
   
   
   
   
  + 
   
   
   
  + 
   
   
  Messenger 
   
   
  + 
   
   
   
  + 
   
   
   
   
   
   
   
  + 
   
   
   
  + 
   
   
  Performing 
   
   
  + 
   
   
   
  + 
   
  + 
   
   
   
  + 
   
   
  + 
   
   
   
   
   
  Rescue 
   
   
   
   
   
   
  + 
   
   
   
   
  + 
   
   
  + 
   
   
   
  + 
   
  + 
  Rescue, Aquatic 
   
   
  + 
  + 
  + 
   
  + 
   
   
   
   
   
   
   
  + 
   
   
   
   
   
  + 
  Riding 
   
   
  + 
   
   
   
   
   
  + 
   
   
   
   
   
   
  + 
   
   
   
   
   
  Thievery 
   
   
   
   
   
   
  + 
   
  + 
   
  + 
   
   
   
  + 
   
  + 
   
   
   
  + 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Heal 
   
  Page 30 
  Heal 
   
   
  Base Ability: 
  Wisdom 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  +2 Circumstance bonus when using a Healer’s Kit. 
  Feat: Self-Sufficient grants a +2 bonus. 
  In Class For: 
  Cleric, Druid, Paladin, Ranger 
   
   
  This skill is used to help with injuries. 
   
   
  First Aid 
  (PH p75) 
  Time:  1 Standard Action 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  You can cause a dying creature (i.e., loosing 1 hp per round) to stabilize by making a check vs. DC 15. 
   
   
  Long-Term Care 
  (PH p75) 
  Time:  8 Hours 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  You can tend up to 6 people in a clean, safe environment by making a check vs. DC 15.  This counts as Light Activity.  You must have access to bandages, salves, 
  etc. 
   
  If your check is successful, your patients heal at twice their normal “full rest” rate. 
   
  You cannot give Long-Term Care to yourself. 
   
   
  Treat Movement Injury 
  (PH p76) 
  Time:  10 Minutes 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  Caltrops and spells such as Spike Growth and Spike Stone reduce an injured creature’s movement.  This penalty can be removed with by a Heal check vs. the spell’s 
  DC (15 for caltrops). 
   
   
  Treat Disease 
  (PH p76) 
  Time:  1 Standard Action 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  You may treat a creature suffering from a disease.  Every time the target needs to make a saving throw vs. the disease, the target gets the better of his/her own 
  Fortitude save and your Heal check. 
   
   
  Treat Poison 
  (PH p76) 
  Time:  1 Standard Action 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  You may treat a creature suffering from poison.  Every time the target needs to make a saving throw vs. the poison, the target gets the better of his/her own 
  Fortitude save and your Heal check. 
   
   
  Determine Cause of Death 
  (CAdv p101) 
  Time:  10 Minutes 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  You may examine a dead creature to figure out what killed it. 
   
  Cause of Death 
  DC 
  Physical Wounds 
  0 
  Environmental (fire, suffocation) 
  5 
  Spell with Visible Effects 
  10 
  Poison 
  15 
  Spell with no Visible Effects 
  20 
  per day since the creature’s death 
  +5 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Hide 
   
  Page 31 
  Hide 
   
   
  Base Ability: 
  Dexterity 
  Must be Trained?: 
  No 
  Armor Check?: 
  Yes 
  Synergy bonus: 
  — 
  Special: 
  A 13th level Ranger in natural terrain does not need Cover or Concealment to make a Hide check (i.e., Camouflage class ability) 
  A 17th level Ranger can make a Hide check while being observed (i.e., Hide in Plain Sight class ability) 
  If you are Invisible, you receive a +40 bonus on your Hide check if not moving, and a +20 bonus if you are moving.  
  Feat: Stealthy grants a +2 bonus. 
  In Class For: 
  Bard, Monk, Ranger, Rogue 
   
   
  This skill is used to avoid being notices.  It is usually opposed by Spot checks. 
   
   
  Standard Modifiers 
  Size – Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16. 
  Speed – Up to ½ movement +0,  normal movement –5, attacking, running, or charging –20 
   
   
  Avoid Being Seen 
  (PH p76) 
  Time:  <part of movement> 
  Retry?  n/a 
  Take 10?  Yes 
  Take 20?  No 
   
  To make an Avoid Being Seen check, you must  
  1. have either Cover or Concealment and  
  2. you cannot have people watching you (even casually). 
   
  If people are watching you, you can make a ‘Creating a Diversion to Hide’ check (see page 7).  If this is successful, you can then make a Avoid Being Seen check 
  at –10, assuming there is a source of Cover or Concealment within (your ranks in Hide) feet of your current location. 
   
  You typically have to make a new Avoid Being Seen check each round. 
   
   
   
  Sniping 
  (PH p76) 
  Time:  Full Round Action 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
   
  If you have successfully Avoided Being Seen and are at least 10’ from a target, you may make one ranged attack and then immediately attempt to hide again with  
  a –20 penalty. 
   
   
  Blend into a Crowd 
  (CAdv p101) 
  Time:  <part of movement> 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  If you are within a non-hostile group of people, you can make a Hide check to not be noticed by someone looking for you. 
   
   
  Move between Cover 
  (CAdv p101) 
  Time:  <part of movement> 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
   
  If you have successfully Avoided Being Seen due to Cover or Concealment and you have at least 5 ranks of Hide, you can move across an open area to a different 
  area of Cover or Concealment without being seen by making a ‘Move between Cover’ check. 
  For every 5 ranks you have in Hide, you can move 5’ in the open.  Each 5’ area you move in the open adds a cumulative –5 penalty on your Move between Cover 
  check.  The standard movement penalty applies if you move more than half you standard speed. 
  If your Move between Cover check is successful, you make it to the new Cover or Concealment and make a new Avoid Being Seen check. 
   
  You may use this ability to sneak up on a target in order to catch him/her Flat Footed. 
   
   
  Tailing Someone 
  (CAdv p102) 
  Time:  10 Minutes or 1 Round 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
   
  You follow someone while remaining unnoticed.  If you are at least 60’ way, you only have to make a Tailing check every 10 minutes.  If closer, you need to make 
  a check every round. 
  In order to use this ability, you must Avoid Being Seen.  This can be done by Blending into a Crowd or Moving between Cover. 
   
  If your target beats your Tailing check, you are seen, but you can attempt an Appear Innocuous check (see page 7) to keep him/her from realizing that you are 
  tailing. 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Intimidate 
   
  Page 32 
  Intimidate 
   
   
  Base Ability: 
  Charisma 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in Bluff 
  Special: 
  Feat: Persuasive grants a +2 bonus. 
  In Class For: 
  Barbarian, Fighter, Rogue 
   
   
  This skill is used to scare someone into changing their behavior. 
   
   
  Standard Modifiers 
  For each category you are larger than your target, receive a +4 bonus. 
  For each category you are smaller than your target, receive a –4 penalty. 
   
  You cannot make Intimidate checks against a target that is immune to fear –or– is unintelligent. 
   
   
  Change Attitude 
  (PH p76) 
  Time:  1 Minute 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  When attempting to change a target’s attitude with threats, make an opposed check vs. your target’s modified Level check (1d20 + target’s Level/HD + target’s 
  Wisdom modifier + target’s modifiers on saves vs. Fear).   
   
  If successful, the target is treated as ‘Friendly’ as long at you are in his/her presence, plus 10-60 minutes.  Then the target’s attitude becomes ‘Unfriendly’ (if it was 
  previously ‘Unfriendly’, then it becomes ‘Hostile’). 
  If you fail by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts. 
   
  Attitude 
  Means 
  Possible Actions 
  Hostile 
  Will take risks to hurt you 
  Attack, interfere, berate, flee 
  Unfriendly 
  Wishes you ill 
  Mislead, gossip, avoid, watch suspiciously, insult 
  Indifferent 
  Doesn’t much care 
  Socially expected interaction 
  Friendly 
  Wishes you well 
  Chat, advise, offer limited help, advocate 
  Helpful 
  Will take risks to help you  
  Protect, back up, heal, aid 
   
   
  Demoralize Opponent 
  (PH p76) 
  Time:  1 Minute 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  You can weaken the resolve to fight of a target that you threaten in melee.  Make an opposed Intimidate check vs. your target’s modified Level check (1d20 + 
  target’s Level/HD + target’s Wisdom modifier + target’s modifiers on saves vs. Fear).   
   
  If successful, the target is Shaken for 1 round.  A shaken creature receives a –2 penalty to attack rolls, skill checks, ability checks, and saving throws. 
   
   
  Direct a Crowd 
  (DMG p100) 
  Time:  Free Action 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  By making an Intimidate check vs. DC 20, you can make a crowd move in the direction you desire.  If another creature is also directing a crowd (with either 
  Diplomacy or Intimidate) and you both make your DC’s, then the one with the higher check directs the crowd. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Jump 
   
  Page 33 
  Jump 
   
   
  Base Ability: 
  Strength 
  Must be Trained?: 
  No 
  Armor Check?: 
  Yes 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in Tumble 
  Special: 
  +2 Racial bonus if you are a Halfling. 
  Feat:  Run grants a +4 bonus for jumps with a running start. 
  Feat: Acrobatic grants a +2 bonus. 
  In Class For: 
  Barbarian, Bard, Fighter, Monk, Ranger, Rogue 
   
   
  This skill is used to leap and bound. 
   
   
  If you make your check and you have at least a rank of Jump, you land on your feet (if appropriate).  If you have no ranks, then you only land on your feet if you 
  beat the DC by at least 5. 
   
   
  You receive a bonus or penalty based on your base land speed: 
   
  Land Speed 
  Bonus / Penalty 
  10’ 
  –12 
  20’ 
  –6 
  30’ 
  +0 
  40’ 
  +4 
  50’ 
  +8 
   
  An additional +4 for every additional +10’ of movement. 
   
   
  Hop Up 
  (PH p77) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  You can jump onto an object as high as your waist (such as a table) by making a Jump check vs. DC 10.  This consumes 10’ of your movement for the round. 
   
   
  Jump Down 
  (PH p77) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  If you intentionally jump from a height, make a Jump check vs. DC 15 to treat the fall as if it were 10’ less for purposes of determining damage. 
   
   
  Long Jump 
  (PH p77) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Make a horizontal jump.   
   
  Distance 
  Standing Long Jump 
  Running 6 Long Jump 
  5’ 
  10 
  5 
  10’ 
  20 
  10 
  15’ 
  30 
  15 
  20’ 
  40 
  20 
  +5’ 
  +10 DC 
  +5 DC 
   
   
  Success: 
  Land on the far edge. 
  Failure by 4 or less: 
  Make a Reflex save vs. DC 15 to grab the far edge and avoid falling.  If you make the save, you can pull yourself up with a Climb check vs. 
  DC 15 as a Move Action. 
  Failure by 5 or more: Fall. 
   
                                                  
  6 Requires running start of at least 20’ 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Jump 
   
  Page 34 
  Jump (continued) 
   
   
  High Jump 
  (PH p77) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Make a vertical jump.  The height below is in addition to the jumper’s Vertical Reach.   
  A creature physiology can affect this check.  For example, a Quadruped should be treated as having a Vertical Reach of a creature one size smaller. 
   
  Extra Height 
  Standing High Jump 
  Running 6 High Jump 
  1’ 
  8 
  4 
  2’ 
  16 
  8 
  3’ 
  24 
  12 
  4’ 
  32 
  16 
  5’ 
  40 
  20 
  6’ 
  48 
  24 
  7’ 
  56 
  28 
  8’ 
  64 
  32 
  +1’ 
  +8 DC 
  +4 DC 
  Size 
  Vertical Reach 
  Fine 
  ½’ 
  Diminutive 
  1’ 
  Tiny 
  2’ 
  Small 
  4’ 
  Medium 
  8’ 
  Large 
  16’ 
  Huge 
  32’ 
  Gargantuan 
  64’ 
  Colossal 
  128’ 
   
   
  Success: 
  You grab hold of a ledge (or whatever) up to (Extra Height + Vertical Reach) above you.  You can pull yourself up with a Climb check vs. DC 15 as a 
  Move Action. 
  Failure: 
  Land in the spot from which you jumped. 
   
   
  Swimming High Jump 
  (Storm p85) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  As Running High Jump, but use your Swim Speed instead of your Land Speed to determine the bonus / penalty due to movement.  Also, there is a –10 penalty to 
  escape the water. 
  If your check is 0 or higher –and– you have a Flying speed, you make take flight. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (arcana) 
   
  Page 35 
  Knowledge 
   
   
  Knowledge (arcana) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  In Class For: 
  Bards, Clerics, Monks, Sorcerers, Wizards 
   
   
  Know about Arcana 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about Ancient Mysteries, Magical Traditions, Arcane Symbols, and Cryptic Phrases. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
   
  Know about Constructs, Dragons, or Magical Beasts 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  DC = 10 + creature HD.  One piece of useful info per 5 points the check exceeded the DC. 
   
   
  Deducing a Command Word 
  (DMG p213) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  It is possible to deduce the Command Word for some magic items based on their decorations, creator, region, etc.  This equates to a check vs. DC 30. 
   
  If this check fails, a second check vs. DC 25 may be attempted to provide a clue to the command word. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (architecture and engineering) 
   
  Page 36 
  Knowledge (architecture & engineering) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  In Class For: 
  Bards, Wizards 
   
   
  Know about Architecture and Engineering 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about Buildings, Aqueducts, Bridges, and Fortifications. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
   
  Find Weaknesses in a Stronghold 
  (CWar p122) 
  Time:  unlisted 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Find weaknesses in an observed stronghold (+5 Circumstance bonus with an accurate map) — one “strategic tip” for DC 20, two for DC 25, etc. 
   
   
  Design & Build a Ship 
  (Storm p85) 
  Time:  see below 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Design & supervise the construction of a ship. 
   
  Ship 
  DC 
  Yard Size 
  Build Time 
  Longship 
   (Storm p101) 
  10 
  Small 
  2 months 
  Cog 
   (Storm p098) 
  12 
  Small 
  3 months 
  Junk 
   (Storm p100) 
  12 
  Small 
  3 months 
  Caravel 
   (Storm p098) 
  15 
  Small 
  3 months 
  Dhow 
   (Storm p099) 
  15 
  Small 
  3 months 
  Galley 
   (Storm p100) 
  15 
  Medium 
  4 months 
  Trireme 
   (Storm p102) 
  18 
  Medium 
  8 months 
  Dromond 
   (Storm p099) 
  20 
  Medium 
  6 months 
  Greatship 
   (Storm p100) 
  22 
  Large 
  15 months 
  Elven Wingship 
   (Storm p100) 
  22 
  Medium 
  8 months 
  Ironclad 
   (Storm p100) 
  25 
  Large 
  18 months 
  Theurgeme 
   (Storm p102) 
  25 
  Medium 
  8 months 
   
  Modifiers 
  DC 
  Poor Work Force 
  +2 
  Terrible Work Force 
  +5 
  Poor Materials 
  +5 
  Rush Job (per month) 
  +5 
  Minor Magical Assistance 
  –5 
  Major Magical Assistance  
  (4th lvl spells or higher) 
  –10 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (dungeoneering) 
   
  Page 37 
  Knowledge (dungeoneering) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  In Class For: 
  Bards, Rangers, Wizards 
   
   
  Know about Dungeoneering 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about Caverns and Spelunking. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
   
  Know about Aberrations or Oozes 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  DC = 10 + creature HD.  One piece of useful info per 5 points the check exceeded the DC. 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (geography) 
   
  Page 38 
  Knowledge (geography) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  In Class For: 
  Bards, Rangers, Wizards 
   
   
  Know about Geography 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about Lands, Terrain, Climate, and Peoples. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
  Setting a Course 
  (Storm p87) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Make a plan to get from a start point to a destination. 
   
  Destination 
  DC 
  Close & Very Familiar 
  5 
  Distance & Very Familiar 
  10 
  Close & Studied Carefully 
  10 
  Distant & Studied Carefully 
  15 
  Close & Seen Once 
  20 
  Distant & Seen Once 
  25 
  Close but Uncertain 
  25 
  Distant but Uncertain 
  30 
  Mythic or Legendary 
  35 
   
  DC Modifiers 
  DC 
  Start point well known 
  +0 
  Start point uncertain 
  +5 
  Start point only guessed at 
  +10 
  Start point unknown 
  +20 
   
  Check Modifiers 
  DC 
  Excellent Chart 
  –2 
  Typical Chart 
  +0 
  Poor Chart 
  +2 
  Extremely Poor Chart 
  +5 
  False Chart 
  +10 
   
  Result 
  Close Destination 
  Distant Destination 
  Success 
  Arrive at destination 
  Arrive at destination 
  Failure by up to 5 
  Arrive within 5d10 miles of destination 
  Arrive within 5d100 miles of destination 
  Failure by 6 or more 
  Arrive within 10d10 miles of destination 
  Arrive within 10d100 miles of destination 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (geography) 
   
  Page 39 
  Knowledge (geography)  (continued) 
   
   
  Piloting 
  (Storm p87) 
  Time:  once per day 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Follow a course. 
   
  Method for Determining 
  Position 
  DC 
  Very familiar coast in sight 
  5 
  Coast studied carefully in sight 
  8 
  Unknown coast in sight 
  13 
  Open ocean, Clear weather 
  17 
  Open ocean, Poor visibility 
  25 
  Open ocean, Stormy weather 
  30 
  Open ocean, Gale or Hurricane 
  40 
   
  Modifiers 
  DC 
  One previous missed check 
  +2 
  Two previous missed checks 
  +5 
   
  Once three consecutive Piloting checks have failed, you are lost.  See DMG p86. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (history) 
   
  Page 40 
  Knowledge (history) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  In Class For: 
  Bards, Clerics, Wizards 
   
   
  Know about History 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about Wars, Colonies, Migrations, Founding of Cities, etc. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
  Deducing a Command Word 
  (DMG p213) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  It is possible to deduce the Command Word for some magic items based on their decorations, creator, region, etc.  This equates to a check vs. DC 30. 
   
  If this check fails, a second check vs. DC 25 may be attempted to provide a clue to the command word. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (local) 
   
  Page 41 
  Knowledge (local) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  In Class For: 
  Bards, Rogues, Wizards 
   
   
  Must be bought for each area, such as Knowledge (local – Waterdeep), Knowledge (local – Cormyr), etc. 
   
   
  Know about the Nearby Area 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about Legends, Personalities, Inhabitants, Laws, Customs, Traditions, etc. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
  Know about Local Humanoids 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  DC = 10 + creature HD.  One piece of useful info per 5 points the check exceeded the DC. 
   
   
  Interpret Tribal Tattoos 
  (DR340 p93) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  DC = 15 to understand what honors & punishments are indicated by a creature’s tattoos, scarification, and/or piercings. 
   
   
  Find Your Way around the Underworld 
  (DR336 p106) 
  Time:  a few days 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Know enough about who is in favor, who has the actual power, etc., to function more efficiently in the local criminal organizations. 
   
  Obscurity 
  DC 
  Example 
  Common Knowledge 
  10 
  You know the stories that are passed around about famous (and usually dead) criminals 
  Basic Questions 
  15 
  Recognize important (and openly known) underworld figures 
  Difficult 
  20 
  Know the basic structure of the major criminal organizations & how they interact 
  Hard 
  25 
  Know the important figures of the major criminal cartels & how their organizations are structured 
  Very Hard 
  30 
  You are privy to many dangerous people’s secrets 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (nature) 
   
  Page 42 
  Knowledge (nature) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in Survival. 
  In Class For: 
  Bards, Druids, Rangers, Wizards 
   
   
  Know about Nature 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about Season and Cycles, Weather, etc. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
   
  Know about Animals, Fey, Giants, Monstrous Humanoids, Plants, 
  & Vermin 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  DC = 10 + creature HD.  One piece of useful info per 5 points the check exceeded the DC. 
   
   
   
  Finding Resources 
  (DR333 p91) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Find materials of interest in a given area 
   
  Obscurity 
  DC 
  Examples 
  Common Knowledge 
  10 
  Able to identify useful goods to harvest, such as valuable furs or prized wood 
  Basic Questions 
  15 
  Able to identify useful goods to harvest, such as valuable furs or prized wood 
  Difficult 
  20 
  Know the facts about valuable resources inherent in the area, including mineral likely to be near the surface 
  Hard 
  25 
  Recognize the inherent (including magical) value of any animal or plant you encounter, know what minerals will be 
  near the surface and what minerals are likely  to be deeper underground 
  Very Hard 
  30 
  Have a good guess about what species may live within the area with a simple survey, know what minerals are deep 
  under the surface, etc. 
   
   
   
  Determine Time until Spoilage  
  (DR349 p87) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  DC = 12.  Success indicates an understanding of how long a perishable material will remain usable. 
   
  This is one step in the process of making poison.  See Craft (poisonmaking) (page 15) for more details. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (nobility & royalty) 
   
  Page 43 
  Knowledge (nobility & royalty) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  In Class For: 
  Bards, Paladins, Wizards 
   
   
  Know about Nobility and Royalty 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about Lineages, Heraldry, Family Trees, Mottoes, Personalities, etc. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
   
  Find Your Way around Court 
  (RoD p148) 
  Time:  Immediate 
  Retry?  Once per Week 
  Take 10?  Yes 
  Take 20?  No 
   
  Know enough about who is in favor, who has the actual power, etc., to function more efficiently in court, the bureaucracy, etc. 
   
  Size of Organization 
  DC 
  Minor Noble House 
  15 
  Average Noble House 
  20 
  Major Noble House 
  25 
  Entire Kingdom 
  30 
  You are a member of the target 
  Noble House 
  –5 
   
   
  Success: 
  +2 Circumstance bonus on Bluff, Diplomacy, & Gather Information check in relation to the target organization for 1 week. 
  Failure by 4 or less: 
  No effect. 
  Failure by 5 or more: –2 penalty on Bluff, Diplomacy, & Gather Information check in relation to the target organization for 1 week due to your bad assessment. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (religion) 
   
  Page 44 
  Knowledge (religion) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  In Class For: 
  Bards, Clerics, Monks, Paladins, Wizards 
  Note: 
  If you have 5+ ranks in Knowledge (religion), you gain a +2 bonus on Turn / Rebuke checks against Undead. 
   
   
  Know about Religion 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about Deities, Mythic History, Ecclesiast Tradition, Holy Symbols, etc. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
   
  Know about Undead 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  DC = 10 + creature HD.  One piece of useful info per 5 points the check exceeded the DC. 
   
   
  Find Your Way around Church 
  (RoD p149) 
  Time:  Immediate 
  Retry?  Once per Week 
  Take 10?  Yes 
  Take 20?  No 
   
  Know enough about who is in favor, who has the actual power, etc., to function more efficiently with regards to a church and its hierarchy. 
   
  Size of Organization 
  DC 
  Single Parish 
  15 
  Town-sized Territory 
  20 
  City-sized Territory 
  25 
  Metropolis-sized Territory 
  30 
  Chaotic Religion 
  +5 
  Lawful Religion 
  –5 
  You are a member of the 
  Religion 
  –5 
   
   
  Success: 
  +2 Circumstance bonus on Bluff, Diplomacy, & Gather Information check in relation to the target organization for 1 week. 
  Failure by 4 or less: 
  No effect. 
  Failure by 5 or more: –2 penalty on Bluff, Diplomacy, & Gather Information check in relation to the target organization for 1 week due to your bad assessment. 
   
   
  Identifying Martial Arts Style 
  (DR332 p89) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Ability to recognize the fighting style of a Monk. 
   
  Obscurity 
  DC 
  Examples 
  Common Knowledge 
  10 
  Recognize a Monk vs. a Fighter in unarmed combat 
  Basic Questions 
  15 
  Know the general region that a martial arts style is taught in 
  Difficult 
  20 
  Determine the monastery of a martial artist when viewed in combat 
  Hard 
  25 
  Recognize a martial artist’s style from a description; know the minor differences in a style upon viewing 
  Very Hard 
  30 
  Likely to know a martial artist’s teacher (at least by reputation) and who that teacher’s other students were 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Knowledge (the planes) 
   
  Page 45 
  Knowledge (the planes) 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No – up to DC 10 
  Yes – DC 11 or above 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  In Class For: 
  Bards, Clerics, Wizards 
   
   
  Know about the Planes 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Know about the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, Magic related to the Planes, etc. 
   
  Obscurity 
  DC 
  Common Knowledge 
  10 
  Basic Questions 
  15 
  Difficult 
  20 
  Hard 
  25 
  Very Hard 
  30 
   
   
   
  Know about Elementals & Outsiders 
  (PH p78) 
  Time:  Immediate 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  DC = 10 + creature HD.  One piece of useful info per 5 points the check exceeded the DC. 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Listen 
   
  Page 46 
  Listen 
   
   
  Base Ability: 
  Wisdom 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  +2 Racial bonus if you are an Elf, Gnome, or Halfling. 
  +1 Racial bonus if you are a Half-Elf. 
  Feat: Alertness grants a +2 bonus. 
  A creature under the effect of a Fascination receives a –4 penalty. 
  A sleeping creature receives a –10 penalty.  If successful, it wakes up. 
  Rangers receive a bonus with this skill against their favored enemies. 
  In Class For: 
  Barbarian, Bard, Druid, Monk, Ranger, Rogue 
   
   
  This skill is used to listen for sounds. 
   
  Hear a Sound 
  (PH p78) 
  Time:  Free Action 
  Retry?  Yes, but as a Move Action 
  Take 10?  Yes 
  Take 20?  Yes 
   
  The first time you come within range of a sound, you may make a Listen check as a Free Action.  If this check fails, you may try again as a Move Action. 
   
   
  Sound 
  DC 
  A creature using Move Silently 
  Opponent’s Move 
  Silently check 
  An invisible creature (to know 
  general direction; beat check by 
  20 to pinpoint location) 
  Opponent’s Move 
  Silently check 
  Battle 
  –10 
  People talking normally 
  0  
  A person in medium armor walking 
  quietly at 10 feet per round 
  5 7 
  An unarmored person walking 
  quietly at 15 feet per round 
  10 7 
  People whispering 
  10 
  A cat stalking 
  19 7 
  An owl gliding in for a kill 
  30 
   
  Situation 
  Modifiers to DC 
  Per 10 feet from the listener 
  +1 
  Through a door 
  +5 
  Through a stone wall 
  +15 
  Light sea or moderate river nearby 
  +5 
  Light surf, moderate sea, or loud 
  river nearby 
  +10 
  Heavy surf or thundering river nearby 
  +15 
  Per 30 feet from listener underwater 
  +1 
  Per 20 feet from listener over water 
  +1 
  Land creature underwater 
  +10 
   
                                                  
  7 Typical – use the actual Move Silently check when possible 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Listen 
   
  Page 47 
  Listen (continued) 
   
   
  Eavesdrop 
  (RoD p149) 
  Time:  1 Full Round 
  Retry?  Each Round 
  Take 10?  No 
  Take 20?  No 
   
  Your ‘Hear a Sound’ check must be 10 greater than your DC in order to understand what is being said (assuming you know the language).  Talking is normally DC 
  0 with the following modifiers. 
   
  Sound 
  DC 
  People talking normally 
  0  
  People whispering 
  10 
   
   
  Environment 
  Modifiers to DC 
  Next booth in a tavern 
  +2 
  Bustling city street corner 
  +5 
  Busy tavern 
  +10 
  Crowded market place 
  +15 
  Riot 
  +20 
   
  Estimate Distance Underground 
  (RoS p132) 
  Time:  1 Full Round 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  By listening to how a sound echoes, you may determine the distance from yourself to its source within 10% by making a Listen check vs. DC 25. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Move Silently 
   
  Page 48 
  Move Silently 
   
   
  Base Ability: 
  Dexterity 
  Must be Trained?: 
  No 
  Armor Check?: 
  Yes 
  Synergy bonus: 
  — 
  Special: 
  +2 Racial bonus if you are a Halfling. 
  Feat: Stealthy grants a +2 bonus. 
  Master of a Cat familiar receives a +3 bonus. 
  In Class For: 
  Bard, Monk, Ranger, Rogue 
   
   
  This skill is used to make as little noise as possible. 
   
   
  Move Silently 
  (PH p79) 
  Time:  <part of movement> 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Opposed by Listen checks. 
   
  Movement Rate 
  Penalty 
  Move at half speed 
  –0 
  Move at full speed 
  –5 
  Run or Charge 
  –20 
   
   
  Terrain 
  Penalty 
  Noisy (scree, undergrowth, dense rubble) 
  –2 
  Very Noisy (dense undergrowth, deep snow) 
  –5 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Open Lock 
   
  Page 49 
  Open Lock 
   
   
  Base Ability: 
  Dex 
  Must be Trained?: 
  Yes 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  +2 Circumstance bonus if  using Masterwork Thieves’ Tools 
  –2 Penalty if using improvised tools 
  Feat: Nimble Fingers grants a +2 bonus. 
  In Class For: 
  Rogue 
   
   
  This skill is used to open locks. 
   
   
  Open Lock 
  (PH p77) (CAdv p102)+ 
  Time:  1 Full Round 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  The target number for opening a lock is based on its quality. 
   
  Lock Type 
  DC 
  Very simple lock 
  20 
  Average lock 
  25 
  Good lock 
  30 
  Amazing lock 
  40 
   
  Modifiers 
  DC 
  Masterwork-quality Tools 
  +5 
  Standard-quality Tools 
  +0 
  Improvised Tools 
  –5 
   
  To attempt to open a lock in a Move Action, add +20 to its DC. (CAdv p102) 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Perform (weapon drill) 
   
  Page 50 
  Perform 
   
   
  Perform (weapon drill) 
   
   
  Base Ability: 
  Charisma 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  Circumstance bonus equal to half your Base Attack Bonus. 
  +2 Circumstance8 bonus for each of the following feat you have that applies to the weapon with which you are doing your ‘drill’:  
  Weapon Focus, Greater Weapon Focus, Combat Expertise, Quick Draw, Two-Weapon Fighting, & Whirlwind Attack 
  In Class For: 
  Bard, Monk, Rogue 
   
   
  This skill is used to show off your fighting ability (with or without a weapon). 
   
  Put on a Gladiatorial Performance 
  (CWar p121) 
  Time:  1 day 
  Retry?  Yes, but at +2 DC (cumulative) 
  Take 10?  No 
  Take 20?  No 
   
  Performance Level 
  DC 
  Earnings (per day) 
  Routine performance 
  10 
   1d10 Copper pieces 
  Enjoyable performance 
  15 
   1d10 Silver pieces 
  Great performance 
  20 
   3d10 Silver pieces 
  Memorable performance 
  25 
   1d6 Gold pieces 
  Extraordinary performance 
  30 
   3d6 Gold pieces 
  Incredible performance (DR330 p76) 
  40 
   1d6 Platinum pieces 
  Legendary performance (DR330 p76) 
  50 
   3d6 Platinum pieces 
   
   
                                                  
  8 Unlike most bonuses, Circumstance bonuses stack with each other. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Perform (all others) 
   
  Page 51 
  Perform (all others) 
   
   
  Base Ability: 
  Charisma 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  +2 Circumstance bonus when using a Masterwork Instrument. 
  In Class For: 
  Bard, Monk, Rogue 
   
   
  This skill is used to indicate proficiency in a form of artistic expression.   
   
   
   
   
  When you take this skill, you must buy it with a specific form of expression from the following list:   
  Acting 
  Dancing 
  Oratory 
  Singing 
  Weapon Drill (see page 50)  
  Comedy 
  Keyboard Instruments 
  Percussion Instruments 
  String Instruments 
  Wind Instruments 
   
   
   
  Put on a Show 
  (PH p79) 
  Time:  1 day 
  Retry?  Yes, but at +2 DC (cumulative) 
  Take 10?  Yes 
  Take 20?  No 
   
  Performance Level 
  DC 
  Earnings (per day) 
  Routine performance 
  10 
   1d10 Copper pieces 
  Enjoyable performance 
  15 
   1d10 Silver pieces 
  Great performance 
  20 
   3d10 Silver pieces 
  Memorable performance 
  25 
   1d6 Gold pieces 
  Extraordinary performance 
  30 
   3d6 Gold pieces 
  Incredible performance (DR330 p76) 
  40 
   1d6 Platinum pieces 
  Legendary performance (DR330 p76) 
  50 
   3d6 Platinum pieces 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Profession 
   
  Page 52 
  Profession 
   
   
  Base Ability: 
  Wisdom 
  Must be Trained?: 
  Yes 
  Armor Check?: 
  No 
  Synergy bonus: 
  +4 Racial bonus for Kobolds on Craft (Miner) checks. 
  Special: 
  — 
  In Class For: 
  Bard, Cleric, Druid, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard 
   
   
  Skill used to represent a job that does not create anything (Guide, Sailor), leverages natural resources (Farmer, Lumberjack, Miner), produces lots of things of small 
  individual value (Cook), or creates over a very long period of time (Brewer).  Each Profession skill must be bought separately.   
   
   
  Examples of Professions: 
  Apothecary 
  Cook 
  Herbalist 
  Rancher 
  Woodcutter 
  Astrologist (see page 53) 
  Driver 
  Herdsman 
  Sailor 
   
  Boater 
  Executioner (see page 54) 
  Innkeeper 
  Scribe 
   
  Barrister (see page 53) 
  Farmer 
  Lumberjack 
  Siege Engineer (see page 55)  
  Bookkeeper 
  Fisher 
  Miller 
  Stablehand 
   
  Brewer 
  Guide 
  Miner (see page 54) 
  Teamster 
   
   
   
   
  Earn Money 
  (PH p70) 
  Time:  1 Week 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  You make ½ of your Profession check in gold pieces for the week’s work.  This use requires you to work for someone else, who provides the location, raw 
  materials  (if any), and keeps the produced items. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Profession (astrologist & barrister) 
   
  Page 53 
  Profession (astrologist) 
   
   
  Used to determine clues to a person’s future. 
   
  Receive a +2 bonus if you have 5+ ranks in Knowledge (the planes). 
   
  Horoscope 
  (DR340 p33) 
  Time:  1d4 Hours 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  The Astrologist makes calculations & draws charts for a living creature whose Astrological Sign is known.  Once informed of the Horoscope, the subject receives a 
  minor bonus on Auspicious actions and a minor penalty on Inauspicious actions (though see below). 
   
  Knowledge about Subject 
  DC 
  Astrological Sign only 
  30 
  Exact Date of Birth 
  25 
  Exact Time of Birth (within an hour) 
  20 
   
  Options 
  DC Modifier 
  Exact Location of Birth 
  –5 
  Calculating an Auspicious action without an 
  Inauspicious action 
  +10 
  Calculating two Auspicious actions and two 
  Inauspicious actions 
  +5 
   
   
  Examples of Horoscopes 
   
  d12 
  Auspicious 
  Inauspicious 
  1 
  +1 Insight bonus on Reflex saves 
  –1 penalty on Reflex saves 
  2 
  +1 Insight bonus when ‘Taking 10’ or ‘Taking 20’ 
  –1 penalty when ‘Taking 10’ or ‘Taking 20’ 
  3 
  You take –1 damage from Bludgeoning attacks 
  You take +1 damage from Bludgeoning attacks 
  4 
  +1 Insight bonus when attacking with a Slashing weapon 
  –1 penalty when attacking with a Slashing weapon 
  5 
  +1 Insight bonus on Knowledge checks 
  –1 penalty on Knowledge checks 
  6 
  +1 Insight bonus on attacks & damage vs. Undead 
  –1 penalty on attacks & damage vs. Undead 
  7 
  +1 Insight bonus on Strength-based checks & skills 
  –1 penalty on Strength-based checks & skills 
  8 
  +1 Insight bonus on Initiative checks 
  –1 penalty on Initiative checks 
  9 
  +1 Insight bonus to AC when you have a Cover bonus to AC 
  –1 penalty to AC when you have a Cover bonus to AC 
  10 
  +1 Insight bonus on saves vs. Fire attacks & effects 
  –1 penalty on saves vs. Fire attacks & effects 
  11 
  +1 Insight bonus on attacks & damage when making an Attack of 
  Opportunity 
  –1 penalty on attacks & damage when making an Attack of 
  Opportunity 
  12 
  +1 Insight bonus on Charisma-based checks & skills 
  –1 penalty on Charisma-based checks & skills 
   
   
   
  Profession (barrister) 
   
   
  Used to argue cases before a judge and jury.   
   
  Receive a +2 bonus if you have 5+ ranks in Bluff. 
  Receive a +2 bonus if you have 5+ ranks in Diplomacy. 
   
  Arguing a Case 
  (Sharn p132) 
  Time:  <situation specific> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  There are many Circumstance bonuses, such as the friendliness of the jury, etc. 
   
  Three opposed checks are made.  Winning two wins the case. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Profession (executioner, miner, & siege engineer) 
   
  Page 54 
  Profession (executioner) 
   
   
  Used to kill helpless people efficiently. 
   
  Execution 
  (BoVD p39) 
  Time:  <varies> 
  Retry?  Yes 
  Take 10?  No 
  Take 20?  No 
   
  By making a Profession (executioner) check vs. the Execution Method-specific DC, the execution goes smoothly.  Typically success means instant death (i.e., the 
  hanging victim’s neck snaps instead of slowly choking).  If the check fails, refer to the ‘Botched Damage’ column. 
  Note that the victim must be helpless and secured in order to be executed. 
   
  Execution Method 
  Execution DC 
  Escape DC 
  Botched Damage 
  Notes 
  Hanging 
  15 
  vs. Use Rope check 
  1d3 / round 
  n/a 
  Beheading 
  18 
  vs. Use Rope check 
  Coup de Grace 
  Usually done with a Greataxe or Greatsword 
  Draw and Quarter 
  18 
  25 
  5d6 
  On a Failure, the cord comes apart before the victim does 
   
   
   
  Profession (miner) 
   
   
  Includes digging, removing dir, & building supports. 
   
  Dig a Mine 
  (RotD p98) 
  Time:  8 hours 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Mines are dug in units of “5’ cubes”.  In each cube, there is one Lead Miner and possibly additional helper Minders.  The Assistant Miner makes one check per 
  day, with the Assistant Miners making “Aid Other” checks.  ‘ 
  The number of 5’ cubes mined in a day equals the ‘Daily Progress check result’ times the ‘Progress Multiplier’ (based on the mining creature’s size). 
   
  Note:  As a Racial Ability, Kobolds have a Progress Multiplier of ‘x 1’, despite being Small creatures. 
   
  Check Result 
  Daily Progress (in 5’ cubes) 
  10 
  ½ 
  15 
  1 
  20 
  2 
  +5 
  +1 
   
  Creature Size 
  # of creatures per 5’ cube 
  Progress Multiplier 
  Small 
  4 
  x ½ 
  Medium 
  2 
  x 1 
  Large 
  1 
  x 2 
  Huge 
  1 
  x 4 
   
  Substance 
  Check Modifier 
  Gravel, Sand 
  +10 
  Dirt (loose) 
  +5 
  Clay, Silt 
  +2 
  Dirt (packed or frozen) 
  +2 
  Sedimentary Rock (Limestone, Sandstone, Shale) 
  +0 
  Igneous Rock (Granite, Pumice, Obsidian) 
  –5 
  Metamorphic Rock (marble, Quartz, Slate) 
  –10 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Profession (executioner, miner, & siege engineer) 
   
  Page 55 
  Profession (sailor) 
   
   
  Used by deckhands & captains.  Checks modified by the number of crew below a full watch (which is ship dependant). 
   
  Crew on Watch 
  DC 
  Mod 
  Full Watch 
  +0 
  Less than Full Watch 
  +5 
  Less than Half Watch 
  +10 
  Less than Quarter Watch 
  +15 
   
   
  Ship Foundering 
  (Storm p87) 
  Time:  <see below> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  Keep the ship from starting to sink when in high winds, heavy seas, rough surf, etc. 
   
  Foundering 
  DC 
  How Often 
  Strong Winds 
  5 
  1/day 
  Light Surf 
  5 
  1/minute 
  Severe Winds 
  10 
  1/hour 
  Windstorm/Gale 
  15 
  1/hour 
  Heavy Surf 
  15 
  1/minute 
  Hurricane 
  20 
  1/hour 
  Very Heavy Surf 
  20 
  1/minute 
  Dire Gale 
  28 
  1/hour 
   
   
   
  Profession (siege engineer) 
   
   
  Used to load and fire catapults, etc. 
   
  Latch a Catapult 
  (DMG p100) 
  Time:  1 Full Round 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  Once a Catapult’s throwing arm has been winched down (which requires a Strength check vs. DC 15), a Siege Engineer must correctly latch it into place with a 
  Profession (siege engineer) check vs. DC 15. 
   
  Load a Catapult 
  (DMG p100) 
  Time:  1 Full Round 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  Once a Catapult’s throwing arm has been latched (see above), a Siege Engineer must correctly load it with ammunition with a Profession (siege engineer) check vs. 
  DC 15.
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Ride 
   
  Page 56 
  Ride 
   
   
  Base Ability: 
  Dexterity 
  Must be Trained?: 
  No 
  Armor Check?: 
  No – Guide with Knees, Stay in Saddle, Fight with Warhorse, Cover, Soft Fall, Leap, Spur Mount, Control in Battle 
  Yes – Fast Mount or Dismount 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in Handle Animal. 
  Special: 
  Feat: Animal Affinity grants a +2 bonus. 
  In Class For: 
  Barbarian, Druid, Fighter, Paladin, Ranger 
   
   
  This skill is used to ride a horse, mule, etc. 
  If the creature has no saddle, your Ride checks have a –5 penalty. 
  If the creature you are riding is ill-suited as a mount, your Ride checks have a –5 penalty. 
  If you are riding a mount underwater, your Ride check has a –5 penalty. 
   
   
  Guide with Knees 
  (PH p80) 
  Time:  Free Action 
  Retry?  Each Round 
  Take 10?  Yes 
  Take 20?  No 
   
  If you want have both your hands free, make a Ride check vs. DC 5 to steer your mount with your knees.  Make the check at the start of your round.  If you fail, 
  you must hold the reigns with one hand this round. 
   
   
  Stay in Saddle 
  (PH p80) 
  Time:  <reaction> 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  If you take damage, or your mount rears/bolts unexpectedly, you must make a Ride check vs. DC 5 to stay in the saddle. 
  A Military Saddle grants a +2 bonus on this check. 
   
   
  Fight with Warhorse 
  (PH p80) 
  Time:  Free Action 
  Retry?  Yes 
  Take 10?  No 
  Take 20?  No 
   
  By making a Ride check vs. DC 10, both you and your Warhorse (or similarly battle-trained mount) may both attack this round. 
   
   
  Use Mount as Cover 
  (PH p80) 
  Time:  Free Action 
  Retry?  Yes 
  Take 10?  No 
  Take 20?  No 
   
  By making a Ride check vs. DC 15, you can hang along side your mount in order to gain Cover.  While using this ability, you cannot attack or cast spells. 
   
   
  Soft Fall 
  (PH p80) 
  Time:  <reaction> 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  By making a Ride check vs. DC 15, you avoid taking 1d6 damage when you fall from your mount, or it falls. 
   
   
  Leap 
  (PH p80) 
  Time:  <part of mount’s movement> 
  Retry?  Yes 
  Take 10?  No 
  Take 20?  No 
   
  By making a Ride check vs. DC 15, you can urge your mount to leap over an obstacle.  Use the lower of your Ride modifier and your mount’s Jump modifier to 
  make the check in order to see how far the mount Jumps. 
  If you fail your ride check, you fall off. 
   
   
  Spur Mount 
  (PH p80) 
  Time:  Move Action 
  Retry?  Yes 
  Take 10?  No 
  Take 20?  No 
   
  By making a Ride check vs. DC 15, you can increase your mount’s movement by +10’ for 1 round, but the mount take 1 hp of damage on the 1st round, 2 hp of 
  damage on the 2nd round, 4 hp on the 3rd, 8 hp on the 4th, etc. 
   
   
  Control Mount in Battle 
  (PH p80) 
  Time:  Move Action 
  Retry?  Yes 
  Take 10?  No 
  Take 20?  No 
   
  By making a Ride check vs. DC 20, you can keep a mount which is not trained for battle to remain calm. 
  If you fail this check, you spend the round maintaining control and can do nothing else. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Ride 
   
  Page 57 
  Ride (continued) 
   
   
  Fast Mount or Dismount 
  (PH p80) 
  Time:  Move Action –or– Move Action 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  By making a Ride check vs. DC 20, you can climb onto the back of a mount up to one size category larger than you as a Free Action. 
  If you fail, it takes a Move Action to get onto your mount. 
   
   
  Calm an Animal 
  (RoS p131) 
  Time:  <varies> 
  Retry?  each hour 
  Take 10?  No 
  Take 20?  No 
   
  When in an unusual environment (a horse in a storm-tossed ship’s hold, etc.), an animal can get very skittish.  It is allowed a Will save, but its Master may spend 
  time calming the animal, which allows the animal to use the better of its own Will save and its Master’s Ride (or Handle Animal) check. 
   
  Unusual Environment: 
  DC 10 
  Disturbing Environment: 
  DC 15 
  Obviously Dangerous: 
  DC 20 
  Success: 
  Animal remains calm. 
  Failure by 9 or less: 
  Animal is Shaken. 
  Failure by 10 or more: 
  Animal is Panicked. 
   
   
  Swim a Mount 
  (Storm p89) 
  Time:  <part of movement> 
  Retry?  Yes 
  Take 10?  No 
  Take 20?  No 
   
  By making a Ride check vs. DC 10, you can urge your mount into deep water and begin to swim, with you remaining mounted. 
  If you fail your first Ride check, your mount won’t enter the water (but you may try again). 
  If you fail the subsequent Ride checks, you slip off your mount and have to do your own swimming. 
   
   
  Leap into Water 
  (Storm p89) 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  By making a Ride check vs. DC 15, you can urge your mount into leap into deep water with you still riding on it. 
  If you fail by 5 or less, your mount won’t jump (but you may try again). 
  If you fail by 6 or more, your mount won’t jump, but you end up in the water. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Search 
   
  Page 58 
  Search 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus when you are searching for secret doors or compartments if you have 5+ ranks in Knowledge (architecture and engineering). 
  Special: 
  +2 Racial bonus if you are a Dwarf who is searching something made of stone. 
  In Class For: 
  Ranger, Rogue 
   
   
  This skill is used to find traps, secret doors, hidden marks, etc. 
   
  Only a creature with the ‘Trapfinding’ class ability (usually a Rogue) can find a trap whose DC is 20+. 
   
   
  Search an Area 
  (PH p81) 
  Time:  1 Full Round 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  A single search check allows you to examine a 5’ by 5’ area or volume of goods.  You must be within 10’ of something to search it. 
   
  Task 
  DC 
  Ransack a chest full of junk to find a certain item 
  10 
  Notice a typical secret door or a simple trap  
  20 
  Find a difficult nonmagical trap 9 
  21+ 
  Find a magic trap 9 
  25 + level of spell 
  used to create trap 
  Notice a well-hidden secret door  
  30 
  Find a footprint  
  Varies 10 
   
  Active Abjuration spells within 10’ of each other for at least 24 hours grant a +4 bonus to find them due to faint energy fluctuations. 
   
   
  Frisk a Person 
  (PH p82) 
  Time:  1 Full Round 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  Check a person for concealed objects.  Opposed by a Conceal Object check (see page 60). 
   
  Determine an Object’s Function 
  (RoD p147) 
  Time:  1 Full Round 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  Examine an object to find it true function (such as a compass disguised as a piece of jewelry).  Opposed by a Disguise an Object’s Function check (see page 21). 
   
  Finding a Trail Sign 
  (RotW p147) 
  Time:  1 Full Round 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  You may check a 5’ by 5’ area for a Trail Sign. 
  The base DC for finding a Trail Sign is set when it is created (see page 68).  The DC is then modified by the table below, though the minimum modified DC is 10 
  (i.e., setting the initial DC lower than 10 make the Trail Sign more resistant to the modifiers below). 
   
  Situation Modifier 
  DC Modifier 
  Every 24 hours since the Trail Sign was made 
  +1 
  Every hour of Rain since the Trail Sign was made 
  +1 
  Free snow cover since the Trail Sign was made 
  +10 
  Poor Visibility – single worst of the following 
   
      Overcast, Moonless Night 
  +6 
      Moonlight 
  +3 
      Fog, Precipitation 
  +3 
   
  Once found, the Trail Sign must still be interpreted with a Reading a Trail Sign check (see page 68).  
                                                  
  9  Dwarves can use Search to find traps built into or from stone. 
  10  A successful Search check can find a footprint or similar sign of a creature’s passage, but it won’t let you find or follow a trail. See the Track feat for the 
  appropriate DC. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Sense Motive 
   
  Page 59 
  Sense Motive 
   
   
  Base Ability: 
  Wisdom 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  Feat: Negotiator grants a +2 bonus. 
  Rangers receive a bonus with this skill against their favored enemies. 
  In Class For: 
  Bard, Monk, Paladin, Rogue 
   
   
  This skill is used to figure out if a target is lying to you, etc. 
   
   
  Avoid being Bluffed 
  (PH p81) 
  Time:  <reaction> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  When someone makes a Bluff check against you, the response is for you to make an ‘Avoid being Bluffed’ check to determine their DC. 
   
   
  Hunch 
  (PH p81) 
  Time:  1 Minute+ 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  Make a check vs. DC 20 to get a feeling for if another person is trustworthy or suspicious. 
   
   
  Sense Enchantment 
  (PH p81) 
  Time:  1 Minute+ 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  Make a check to determine if a person’s behavior is being influenced by an Enchantment.  The DC for Dominate Person is 15, otherwise the DC is 25. 
   
   
  Discern Secret Message 
  (PH p81) 
  Time:  1 Minute 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff 
  check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a –2 penalty on your Sense 
  Motive check.  
   
  Success by 5+: 
  Intercept and understand the message. 
  Success by up to 4: 
  Know something hidden was being communicated, but unsure of the specifics 
  Failure by 4 or less: 
  Did not detect any hidden communications 
  Failure by 5+: 
  Infer some false information 
   
   
  Assess Opponent 
  (CAdv p102) 
  Time:  1 Standard Action 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  Determine how dangerous an opponent is compared to you. 
   
  Make a Sense Motives check opposed by a creature’s Bluff check.  The target must be visible and within 30’.  If you have seen the target in combat, you receive a 
  +2 Circumstance bonus on this check. 
   
  Opponent’s CR vs. your Level / HD 
  Category 
  4+ less than you 
  Pushover 
  3 – 1 less than you 
  Easy 
  Equal 
  Fair Fight 
  1 – 3 more than you 
  Challenge 
  4+ more than you 
  Dire Threat 
   
  A creature who is very vulnerable to you (for example, a Cleric of Pelor assessing an Undead) registers as one Category less dangerous. 
  A creature who is more-or-less immune to your style of combat (for example, a Rogue assessing an Undead) registers as one Category more dangerous. 
   
  Success by 10+: 
  Know the target’s Category. 
  Success by up to 9: 
  Know the target is in one of two adjacent Categories. 
  Failure by 4 or less: 
  No opinion. 
  Failure by 5 to 9: 
  Off by one Category (either stronger or weaker). 
  Failure by 10+: 
  Off by two Category (either stronger or weaker). 
   
  Note:  This ability is made more powerful with the Feat: Combat Intuition. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Sleight of Hand 
   
  Page 60 
  Sleight of Hand 
   
   
  Base Ability: 
  Dexterity 
  Must be Trained?: 
  Yes 
  Armor Check?: 
  Yes 
  Synergy bonus: 
  +2 bonus if 5+ ranks in Bluff  
  Special: 
  Feat: Deft Hands grants a +2 bonus. 
  In Class For: 
  Bard, Rogue 
   
   
  This skill is used to move around small objects, pick-pockets, conceal items on your person, etc. 
   
   
  Palm Object 
  (PH p81) 
  Time:  1 Standard Action 
  Retry?  Yes, but with a –10 penalty 
  Take 10?  No 
  Take 20?  No 
   
  Move a small object is such a way that another person loses track of it.   
  If an observer’s Spot check is greater than your Palm Object check, your attempt was noticed.  This is independent of whether you succeed or not. 
   
  Situation 
  DC 
  Palm a coin-sized object, make a coin disappear 
  10 
  Palm Object as a Free Action 
  +20 
   
   
  Conceal Object 
  (PH p82) 
  Time:  1 Standard Action 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  Attempting to conceal a small object on your person so it will not be noticed.  The object is limited to a Light Melee weapon or a small Ranged weapon (such as a 
  Dart, Sling, or Hand Crossbow). 
  Opposed by your opponent’s Spot check (if observed) or a Search check (if frisked). 
   
  Situation 
  Mod 
  Being frisked 
  –4 
  Dagger 
  +2 
  Very small object (coin, ring, shuriken) 
  +4 
  Wearing baggy clothing 
  +2 
  Conceal Object as a Free Action 
  –20 
   
  Drawing a Concealed weapon is a Standard Action (instead of a Move Action). 
   
   
  Steal Object 
  (PH p82) 
  Time:  1 Standard Action 
  Retry?  Yes, but with a –10 penalty 
  Take 10?  No 
  Take 20?  No 
   
  Take an object from a target 
  If the target’s Spot check is greater than your Palm Object check, your attempt was noticed.  This is independent of whether you succeed or not. 
   
  Situation 
  DC 
  Lift a small object from a person 
  20 
  Steal Object as a Free Action 
  +20 
   
   
  Put on a Show 
  (PH p79) 
  Time:  1 Day 
  Retry?  Yes, but with a –2 penalty (cumulative) 
  Take 10?  No 
  Take 20?  No 
   
  You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your “act” encompasses elements of 
  legerdemain, juggling, and the like. 
   
  Performance Level 
  DC 
  Earnings (per day) 
  Routine performance 
  10 
   1d10 Copper pieces 
  Enjoyable performance 
  15 
   1d10 Silver pieces 
  Great performance 
  20 
   3d10 Silver pieces 
  Memorable performance 
  25 
   1d6 Gold pieces 
  Extraordinary performance 
  30 
   3d6 Gold pieces 
  Incredible performance (DR330 p76) 
  40 
   1d6 Platinum pieces 
  Legendary performance (DR330 p76) 
  50 
   3d6 Platinum pieces 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Sleight of Hand 
   
  Page 61 
  Sleight of Hand (continued) 
   
   
  Conceal Spellcasting 
  (RoS p133) 
  Time:  <part of spellcasting> 
  Retry?  Yes, but with a –10 penalty 
  Take 10?  No 
  Take 20?  No 
   
  Distract observers from realizing you are casting a spell. 
  Opposed by an observer’s Spot check.  Losing the opposed roll does not ruin the spell.  It just means you were observed. 
   
   
  Surprise Off-Hand Attack 
  (CWar p122) 
  Time:  Free Action 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  After 2 round of melee with nothing in the off-hand, a person with Feat: Quick-Draw can draw a Dagger by making a opposed Sleight of Hand check to treat the 
  opponent as Flat-Footed for the next attack with the Dagger.
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Spellcraft 
   
  Page 62 
  Spellcraft 
   
   
  Base Ability: 
  Intelligence 
  Must be Trained?: 
  Yes 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in Knowledge (arcana). 
  +2 bonus if you have 5+ ranks in Use Magic Device and you are trying to decipher a Scroll. 
  +2 bonus if you have 5+ ranks in Decipher Script and you are trying identify a Runic Circle’s abilities. 
  Special: 
  +2 bonus if you are a Specialist Wizard (e.g., a Diviner) & are dealing with a spell or effect from your Specialized school of magic. 
  –5 penalty if you are a Specialist Wizard (e.g., a Diviner) & are dealing with a spell or effect from your Prohibited school of magic. 
  Feat: Magical Aptitude grants a +2 bonus. 
  In Class For: 
  Bard, Cleric, Druid, Sorcerer, Wizard 
   
   
  This skill is used to identify and learn spells. 
   
   
  Identify Spell 
  (PH p82)(RoS p133)+ 
  Time:  <see below> 
  Retry?  <see below> 
  Take 10?  No 
  Take 20?  No 
   
  In order to identify a spell while it is being cast or that is already in place, make a Spellcraft check against the indicated DC. 
   
  Situation 
  Time 
  DC 
  Retry 
  When using Read Magic, identify a Glyph of Warding.  
  Free Action 
  13 
  Yes 
  Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.)  
  Free Action 
  15 + spell level 
  No 
  When casting Detect Magic, determine the school of magic involved in the aura of a single item or 
  creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.)  
  Free Action 
  15 + spell level 
  Yes 
  When using Read Magic, identify a Symbol.  
  Free Action 
  19 
  No 
  Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the 
  spell.  
  Free Action 
  20 + spell level 
  No 
  After rolling a saving throw against a spell targeted on you, determine what that spell was.  
  Free Action 
  25 + spell level 
  No 
  Draw a diagram to allow Dimensional Anchor to be cast on a Magic Circle spell. This check is made 
  secretly so you do not know the result. 
  10 minutes 
  20 
  No 
  When using Read Magic, identify the power and activation method of a Runic Circle (RoS p167) 
  10 minutes 
  10 + caster level 
  No 
   
   
  Identify Magic Effect 
  (PH p82) 
  Time:  <see below> 
  Retry?  <see below> 
  Take 10?  No 
  Take 20?  No 
   
  In order to identify a spell while it is being cast or that is already in place, make a Spellcraft check against the indicated DC. 
   
  Situation 
  Time 
  DC 
  Retry 
  Identify materials created or shaped by magic, such as noting that an iron wall is the result of a Wall of 
  Iron spell.  
  Free Action 
  20 + spell level 
  No 
  Decipher a written spell (such as a Scroll) without using Read Magic.  
  Full Round 
  20 + spell level 
  1/day 
  Identify a Potion.  
  1 minute 
  25 
  No 
  Understand a strange or unique magical effect, such as the effects of a magic stream.  
  <varies> 
  30 or higher 
  No 
   
   
  Learn, Prepare, or Enhance a Spell 
  (PH p82) 
  Time:  <see below> 
  Retry?  <see below> 
  Take 10?  No 
  Take 20?  No 
   
  In order to identify a spell while it is being cast or that is already in place, make a Spellcraft check against the indicated DC. 
   
  Situation 
  Time 
  DC 
  Retry 
  Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank 
  in Spellcraft (even if you find another source to try to learn the spell from).  
  8 hours 
  15 + spell level 
  Not until 
  you gain 1 
  rank in 
  Spellcraft 
  Prepare a spell from a borrowed spellbook (wizard only).  
  Standard 
  15 + spell level 
  1/day 
  Draw a diagram to allow Dimensional Anchor to be cast on a Magic Circle spell. This check is made 
  secretly so you do not know the result. 
  10 minutes 
  20 
  No 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Spellcraft 
   
  Page 63 
  Spellcraft (continued) 
   
   
  Casting a Fire Spell Underwater 
  (DMG p93) 
  Time:  <part of spellcasting> 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  If a spell with the [fire] descriptor is cast underwater, the caster must make a Spellcraft check vs. DC (20 + spell level) or the spell fails.  If successful, the spell 
  functions normally except that super-heated steam is generated in place of fire. 
   
  Note that the surface of water blocks Line of Effect, so the caster must be underwater to generate an underwater spell. 
   
   
  Casting Impeded Magics 
  (DMG p150) 
  Time:  <part of spellcasting> 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  Some planes of existence impede certain types of spells (for example, [earth] spells are impeded on the Plane of Air).  The caster must succeed on a Spellcraft 
  check vs. DC (20 + spell level) or the spell fails.  If successful, the spell functions normally. 
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Spot 
   
  Page 64 
  Spot 
   
   
  Base Ability: 
  Wisdom 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  — 
  Special: 
  +2 Racial bonus if you are an Elf. 
  +1 Racial bonus if you are a Half-Elf. 
  Master of a Hawk familiar receives a +3 bonus in daylight or well-lit areas. 
  Master of an Owl familiar receives a +3 bonus in shadowy areas. 
  A creature under the effect of a Fascination receives a –4 penalty. 
  Feat: Alertness grants a +2 bonus. 
  Rangers receive a bonus with this skill against their favored enemies. 
  In Class For: 
  Druid, Monk, Ranger, Rogue 
   
   
  This skill is used to see things. 
   
   
  Standard Modifiers 
  Penalty to Check 
  Per 10 feet from the spotter 
  –1 
  Spotter is distracted 
  –5 
   
   
  Observe Creature 
  (PH p83) 
  Time:  Free Action 
  Retry?  Yes, but as a Move Action 
  Take 10?  Yes 
  Take 20?  No 
   
  Opposed by the creature’s Hide check if it is attempting to be unnoticed.   
   
  If the creature is Invisible, it receives a +20 bonus.  Success means you are aware of the creature, but have not pin-pointed its location. 
   
   
  Penetrate Disguise 
  (PH p83) 
  Time:  Free Action 
  Retry?  Yes, but as a Move Action 
  Take 10?  Yes 
  Take 20?  No 
   
  In order to see through a disguise, make an opposed roll of your Spot check vs. your opponent’s Disguise check.  If your opponent is Impersonating a person you 
  know, you get an automatic check with the following bonuses. 
   
  Situation 
  Bonus to Opponent’s 
  Spot check 
  Recognizes on sight 
  +4 
  Friend or associate 
  +6 
  Close friend 
  +8 
  Intimate 
  +10 
   
   
  Read Lips 
  (PH p83) 
  Time:  1 Minute 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  In order to attempt to read a target’s lips, you must be within 30’, able to see the target’s mouth, and know the language being spoke. 
   
  After 1 minute, you may make a check.   
   
  Situation 
  DC 
  Typical conversion 
  15 
  Complex speech or inarticulate speaker 
  20 
   
   
  Success: 
  Gain a general understanding of the previous minute’s conversation 
  Failure by 4 or less: 
  Could not understand the previous minute’s conversion 
  Failure by 5 or more: Misunderstood the previous minute’s conversation. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Spot 
   
  Page 65 
  Spot (continued) 
   
   
  Spotting Favored Enemies 
  (DR334 p91) 
  Time:  Free Action 
  Retry?  Yes, but as a Move Action 
  Take 10?  Yes 
  Take 20?  No 
   
  Allows a Ranger to determine if the creature being observed is one of its Favored Enemies.   
   
  Situation 
  DC 
  No attempt to conceal. 
  5 
  Not obvious, but giving off clues 
  15 
  Going about its daily business 
  25 
  Magical effort to deceive 
  30 
  Conscious effort to deceive 
  Opposed by Disguise check 
   
   
  Finding a Trail Sign 
  (RotW p147) 
  Time:  <reactive>  
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Recognizing a Trail Sign for what it is when you see it.  May be found with either a Spot or Survival check.  A Search check may also be used, but the character 
  must be searching the actual location of the Trail Sign (i.e., not looking at it from a distance). 
   
  The base DC for finding a Trail Sign is set when it is created (see page 68).  The DC is then modified by the table below, though the minimum modified DC is 10 
  (i.e., setting the initial DC lower than 10 make the Trail Sign more resistant to the modifiers below). 
   
  Situation Modifier 
  DC Modifier 
  Every 24 hours since the Trail Sign was made 
  +1 
  Every hour of Rain since the Trail Sign was made 
  +1 
  Free snow cover since the Trail Sign was made 
  +10 
  Poor Visibility – single worst of the following 
   
      Overcast, Moonless Night 
  +6 
      Moonlight 
  +3 
      Fog, Precipitation 
  +3 
   
  Once found, the Trail Sign must still be interpreted with a Reading a Trail Sign check (see page 68).  
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Survival 
   
  Page 66 
  Survival 
   
   
  Base Ability: 
  Wisdom 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in Knowledge (Dungeoneering) and you are underground. 
  +2 bonus if you have 5+ ranks in Knowledge (Geography) and you are trying to avoid natural hazards & not get lost. 
  +2 bonus if you have 5+ ranks in Knowledge (Local) and you are above ground & inside a city. (RoD p149) 
  +2 bonus if you have 5+ ranks in Knowledge (Nature) and you are above ground & outside a city. 
  +2 bonus if you have 5+ ranks in Knowledge (The Planes) and you are on another plane of existence. 
  +2 bonus if you have 5+ ranks in Search and you are Tracking. 
  Special: 
  Feat: Self-Sufficient grants a +2 bonus. 
  Rangers receive a bonus with this skill against their favored enemies. 
  In Class For: 
  Barbarian, Druid, Ranger 
   
  This skill is used to keep yourself safe and fed in the out-of-doors. 
   
  Surviving in the Wild 
  (PH p83) 
  Time:  1 Day 
  Retry?  Each Day 
  Take 10?  Yes 
  Take 20?  No 
   
  Deals with traveling and thriving in the wild for 1 day. 
   
  Situation 
  DC 
  Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide 
  food and water for one other person for every 2 points by which your check result exceeds 10. 
  10 
  Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain a +4 bonus if you 
  remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15. 
  15 
  Keep from getting lost or avoid natural hazards, such as quicksand. 
  15 
  Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather 
  for one additional day in advance. 
  15 
  Get along on the sea without provision.  You can provide food and water for one other person for every 2 points by which your check result 
  exceeds 20. (Storm p89) 
  20 
   
   
  Making Camp 
  (DU124 p119) 
  Time:  10 Minutes 
  Retry?  Each Day 
  Take 10?  Yes 
  Take 20?  No 
   
  Base DC is 10 with the following adjustments. 
   
  Condition 
  Adjustment 
  Per party member after the 1st 
  +2 
  Inhospitable conditions (damp, uneven ground, dangerous flora) 
  +2 
  Area has been designed / modified for habitation by humanoid creatures (fire pits, etc.) 
  –4 
  Familiarity with local area / terrain 
  –2 
  Access to available stores and provisions (such as food, fuel, safe water) in the area 
  –2 
  Reuse of previous successfully established campsite 
  –4 
   
  Success: 
  After 8 hours of rest, party members regain 1hp per level and Arcane spellcasters may prepare new spells 
  Success by 10 or more: As above, but half the food, wood for torches, etc., comes from the environment, not the party’s stores. 
  Failure by 4 or less: 
  No hit-points regained and Arcane spellcasters must make a Concentration check vs. DC 15 to regain spells. 
  Failure by 5 or more: 
  No hit-points regained and Arcane spellcasters do not regain spells. 
   
   
  Trailblazing 
  (CAdv p103) 
  Time:  1 Day 
  Retry?  Each Day 
  Take 10?  Yes 
  Take 20?  No 
   
  You may improve a group’s long-distance overland travel rate by finding more efficient routes.   
   
  Make a Survival check with a –2 penalty for every three people (not including you) after the first three that are being led. 
   
  Result 
  Improvement 
  up to 14 
  -no change- 
  15 – 24 
  + ¼ 
  25+ 
  + ½  
   
  Travel rate may never be better than “x1”. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Survival 
   
  Page 67 
  Survival (continued) 
   
   
  Tracking 
  (PH p101) 
  Time:  1 Full Round 
  Retry?  Yes, after 1 Hour (outdoors) or 10 Minutes (indoors) 
  Take 10?  Yes 
  Take 20?  Yes 
   
  Allows you to locate and follow another creature’s trail.  Only someone with the Feat: Track can attempt a check whose DC is higher than 10. (PH p84) 
   
  A success allows you to follow tracks up to 1 mile.  If the tracks cross a river, overlap with a different set of tracks, etc., you must immediately make a new check. 
   
   
  Situation 
  Modifiers 
  Very soft ground (holds deep and clear 
  footprints, such as fresh snow and wet mud) 
  –10 
  Soft ground (hold frequent, but shallow 
  footprints) 
  –5 
  Firm ground (holds only occasional or partial 
  footprints or marks, such as normal outdoor 
  surfaces or dirty indoor surfaces) 
  +0 
  Hard ground (does not hold footprints, such as 
  rock, indoor floors, or a streambed) 
  +5 
  Every 3 creatures being tracked 
  –1 
  Tracked party moves at half speed to leave less 
  of a trail 
  +5 
  Fine sized creature 
  +8 
  Diminutive sized creature 
  +4 
  Tiny sized creature 
  +2 
  Small sized creature 
  +1 
  Medium sized creature 
  +0 
  Large sized creature 
  –1 
  Huge sized creature 
  –2 
  Gargantuan sized creature 
  –4 
  Colossal sized creature 
  –8 
  Every 24 hours since the trail was made 
  +1 
  Every hour of rain since the trail was made 
  +1 
  Fresh snow cover since the trail was made 
  +10 
  Overcast or moonless night 
  +6 
  Moonlight 
  +3 
  Fog or precipitation 
  +3 
  Tracker moving at ½ speed 
  +0 
  Tracker moving at full speed 
  +5 
  Tracker moving at twice normal speed 
  +20 
  Tracking in water (Storm p51) 
  +10 
   
   
  Locate North 
  (PH p84) 
  Time:  Free Action 
  Retry?  n/a 
  Take 10?  n/a 
  Take 20?  n/a 
   
  If you have at least 5 ranks in Survival, you always know which direction is north. 
   
   
  Surviving Underground 
  (RoS p133) 
  Time:  1 Day 
  Retry?  Each Day 
  Take 10?  Yes 
  Take 20?  No 
   
   
  Situation 
  DC 
  Gain a +2 bonus on all Fortitude saves against underground hazards (trapped gasses, heat from lava, etc.) while moving up to one-half your 
  overland speed, or gain a +4 bonus if you remain stationary.  
  You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15. 
  15 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Survival 
   
  Page 68 
  Survival (continued) 
   
   
  Surviving in a City 
  (RoD p149) 
  Time:  1 Day 
  Retry?  Each Day 
  Take 10?  Yes 
  Take 20?  No 
   
  Deals with scrounging for food and shelter in a city with no money or resourced for 1 day. 
   
  Situation 
  DC 
  Get along in an urban setting without paying for food or services.  You can provide relatively clean water and fresh food for one other person for 
  every 2 point by which your check result exceeds 10. 
  10 
  Locate a relatively warm and dry place to stay in for a 24 hour period. 
  15 
  Keep from getting lost in confusing streets with which  you are not familiar. 
  15 
   
   
  Creating a Trail Sign 
  (RotW p147) 
  Time:  Full Round Action 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Leave markers for others that will follow the same route that do not make unnatural changes to the environment (such as chopping down plants in your path, 
  cutting marks into trees, painting on rocks, etc.). 
  The creator of the Trail Sign determines how obvious it is (i.e., the Trail Sign’s initial DC, minimum DC 0). 
   
  Message 
  DC 
  Simple Message (up to 4 words, such as “Go This Way” or “Hazard”) 
  10 
  Difficult Message (5 to 10 words, such as “West 4 days, then Left at the Bluff”) 
  15 
   
  Success: 
  The Trail Sign provide the desired message. 
  Failure by 4 or less: 
  The Trail Sign provide no message. 
  Failure by 5 or more: 
  The Trail Sign proved the wrong message. 
   
   
  Finding a Trail Sign 
  (RotW p147) 
  Time:  <reactive>  
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Recognizing a Trail Sign for what it is when you see it.  May be found with either a Survival or Spot check.  A Search check may also be used, but the character 
  must be searching the actual location of the Trail Sign (i.e., not looking at it from a distance). 
   
  The base DC for finding a Trail Sign is set when it is created.  The DC is then modified by the table below, though the minimum modified DC is 10 (i.e., setting the 
  initial DC lower than 10 make the Trail Sign more resistant to the modifiers below). 
   
  Situation Modifier 
  DC Modifier 
  Every 24 hours since the Trail Sign was made 
  +1 
  Every hour of Rain since the Trail Sign was made 
  +1 
  Free snow cover since the Trail Sign was made 
  +10 
  Poor Visibility – single worst of the following 
   
      Overcast, Moonless Night 
  +6 
      Moonlight 
  +3 
      Fog, Precipitation 
  +3 
   
   
   
  Reading a Trail Sign 
  (RotW p147) 
  Time:  Standard Action 
  Retry?  No 
  Take 10?  Yes 
  Take 20?  No 
   
  Once a Trail Sign has been found, the reader must attempt to interpret what the Trail Sign is supposed to say. 
   
  Message 
  DC 
  Simple Message (up to 4 words, such as “Go This Way” or “Hazard”) 
  10 
  Difficult Message (5 to 10 words, such as “West 4 days, then Left at the Bluff”) 
  15 
   
   
   
   
  Create Trail Sign check succeeded 
  Create Trail Sign check Failed 
  Success: 
  Reader understands the desired message.  
  Reader knows that the Trail Sign was incorrectly made and is meaningless. 
  Failure by 4 or less: 
  Reader does not understand the message.  
  Reader does not understand the message. 
  Failure by 5 or more: 
  Reader misunderstands the message.   
  Reader receives an incorrect message. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Survival 
   
  Page 69 
  Survival (continued) 
   
   
  Finding Parts for a Booby Trap 
  (DMG2 p41) 
  Time:  10 minute 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  Making a Booby Trap (see page 16) (i.e., a CR ½ Trap, such as a tripline) requires parts.  These can be found (as opposed to buying) by making a Survival check 
  vs. DC 20. 
   
   
  Harvest Poisonmaking Materials 
  (DR349 p87) 
  Time:  -none stated- 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  When a creature / plant that produces poison has been killed, harvesting the poison requires a Survival check vs. the same DC it will take to create the poison (see 
  the Equipment Index for specific DC’s). 
   
  Situation Modifier 
  DC Modifier 
  Misc. 
  Harvesting a Plant-based poison and you have 5+ ranks of Know(nature)  
  –2 
  — 
  Creature does not leave a body behind after it dies / is destroyed (e.g., a 
  Shadow) 
  +5 
  Material must be collected within 1 round of the creature’s 
  destruction & requires a Full Round Action 
   
  If t he check is successful, you acquire (check result * 1 gp) of raw material.  The raw material remain useful for 1d6 days (exact number determined by a 
  Determine Time until Spoilage check (page 42)).   
   
  This is one step in the process of making poison.  See Craft (poisonmaking) (page 15) for more details. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Swim 
   
  Page 70 
  Swim 
   
   
  Base Ability: 
  Strength 
  Must be Trained?: 
  No 
  Armor Check?: 
  Yes (2x) 
  Synergy bonus: 
  — 
  Special: 
  Feat: Athletic grants a +2 bonus. 
  Feat: Endurance grants a +4 bonus on checks to avoid taking nonlethal damage from fatigue. 
  In Class For: 
  Barbarian, Bard, Druid, Fighter, Monk, Ranger, Rogue 
   
  This skill is used to swim 
   
  Swim 
  (PH p84) (CAdv p103)+ 
  Time:  1 Full Round –or– 1 Move Action 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Water 
  DC 
  Calm water  
  10 
  Rough water  
  15 
  Stormy water  
  20 11 
   
  Success: 
  Move at ½ speed as a Full Round Action –or– ¼ speed as a Move Action 
  Failure by 4 or less: 
  No Progress. 
  Failure by 5 or more: Go Underwater. 
   
  You may move at your speed (instead of ½ speed) as a Full Round Action by accepting a –10 penalty on your check. (CAdv p103) 
   
  Each hour you swim, you must make a Constitution check vs. DC 20 to avoid taking 1d6 nonlethal damage from fatigue. 
   
  If you go underwater either intentionally or due to a failed Swim check, you may hold your breath for 1 round per point of Constitution as long as you only take 
  Move Actions or Free Actions.  If you take a Standard Action or a Full Round Action, the total number of rounds you may hold your breath is reduced by 1 
  round.  At the end of this time, you must make a Constitution check vs. DC 10 to continue holding your breath.  The DC increases by 1 each round.  Once you 
  fail this Constitution check, you begin to Drown. 
   
  Dive 
  (Storm p90) 
  Time:  1 Full Round –or– 1 Move Action 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Dive without taking damage. 
   
  Dive Height 
  Min Depth 
  DC 
  Damage 
  (nonlethal) 
  Damage 
  (lethal) 
  10’ 
  10’ 
  15 
  — 
  — 
  20’ 
  10’ 
  15 
  — 
  — 
  30’ 
  10’ 
  15 
  1d3 
  — 
  40’ 
  20’ 
  15 
  2d3 
  — 
  50’ 
  20’ 
  20 
  2d3 
  1d6 
  60’ 
  20’ 
  20 
  2d3 
  2d6 
  70’ 
  30’ 
  20 
  2d3 
  3d6 
  80’ 
  30’ 
  20 
  2d3 
  4d6 
  90’ 
  30’ 
  20 
  2d3 
  5d6 
  100’ 
  30’ 
  20 
  2d3 
  6d6 
  110’ 
  30’ 
  25 
  2d3 
  7d6 
  120’ 
  30’ 
  25 
  2d3 
  8d6 
  160’ 
  30’ 
  30 
  2d3 
  12d6 
  210’ 
  30’ 
  35 
  2d3 
  17d6 
  240’+ 
  30’ 
  35 
  2d3 
  20d6 
   
  If the water is not the ‘Min Depth’ deep, +5 DC and treat the Dive Height as +30’ for purposes of damage on a failure. 
   
  Extra Breath 
  (Storm p90) 
  Time:  1 Move Action 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  By making a Swim check vs. DC 15, you can add 4 to the number of rounds you can hold your breath. 
                                                  
  11 You cannot ‘Take 10’ on a Swim check in stormy water, even if you aren’t otherwise being threatened or distracted. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Tumble 
   
  Page 71 
  Tumble 
   
   
  Base Ability: 
  Dexterity 
  Must be Trained?: 
  Yes 
  Armor Check?: 
  Yes 
  Synergy bonus: 
  +2 bonus if 5+ ranks in Jump 
  Special: 
  Feat: Acrobatic grants a +2 bonus. 
  In Class For: 
  Bard, Rogue 
   
   
  This skill is used to move with grace and unpredictability. 
   
  You cannot attempt a Tumble check if your speed has been reduced due to Armor or Encumbrance. 
   
  The terrain where you attempt to Tumble can increase the DC of your checks. 
   
  Terrain 
  Modifiers 
  Lightly obstructed (scree, light rubble, shallow bog 12, undergrowth)  
  +2 
  Severely obstructed (natural cavern floor, dense rubble, dense undergrowth)  
  +5 
  Lightly slippery (wet floor)  
  +2 
  Severely slippery (ice sheet)  
  +5 
  Sloped or angled  
  +2 
   
   
  Avoid Attacks of Opportunity by Moving 
  (PH p84) (CAdv p103)+ 
  Time:  <part of movement> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  By moving at half speed and making a Tumble check, you can avoid Attacks of Opportunity due to movement. 
   
  If you with to go through a square an opponent threatens, your DC is 15. 
  If you with to go through a square an opponent occupies, your DC is 25. 
  For each opponent after the first, the DC is increased by +2. 
   
  If your check fails, you generated an Attack of Opportunity from that opponent.  If you were attempting to go through an opponent’s square, you stop in front of it. 
   
  You may move at your normal speed (i.e., not half speed) by taking a –10 penalty on your check. 
  You may Run by taking a –20 penalty on your check. 
   
   
  Put on a Show 
  (PH p79) 
  Time:  1 Day 
  Retry?  Yes, but at +2 DC (cumulative) 
  Take 10?  Yes 
  Take 20?  No 
   
  You can also use Tumble to entertain an audience as though you were using the Perform skill. In such a case, your “act” encompasses elements of summersaults, 
  acrobatics, etc. 
   
  Performance Level 
  DC 
  Earnings (per day) 
  Routine performance 
  10 
   1d10 Copper pieces 
  Enjoyable performance 
  15 
   1d10 Silver pieces 
  Great performance 
  20 
   3d10 Silver pieces 
  Memorable performance 
  25 
   1d6 Gold pieces 
  Extraordinary performance 
  30 
   3d6 Gold pieces 
  Incredible performance (DR330 p76) 
  40 
   1d6 Platinum pieces 
  Legendary performance (DR330 p76) 
  50 
   3d6 Platinum pieces 
   
   
  Defensive Fighting 
  (PH p85) 
  Time:  n/a 
  Retry?  n/a 
  Take 10?  n/a 
  Take 20?  n/a 
   
  If you have 5+ ranks in Tumble, you receive two benefits: +3 Dodge bonus to AC (instead of +2) when Fighting Defensively, and  +6 Dodge bonus to AC (instead 
  of +4) when you take a Total Defense action. 
   
   
                                                  
  12 Tumbling is impossible in a Deep Bog. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Tumble 
   
  Page 72 
  Tumble (continued) 
   
   
  Free Stand 
  (CAdv p103) 
  Time:  Free Action 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  You may stand as a Free Action by making a Tumble check vs. DC 35, otherwise it is a Move Action as usual.  Either way, standing up still provokes an Attack of 
  Opportunity. 
   
   
   
  Reduce Damage from a Fall 
  (PH p84) (CAdv p103)+ 
  Time:  <reaction> 
  Retry?  n/a 
  Take 10?  No 
  Take 20?  No 
   
  You may reduce the amount of damage you take from a fall by making a Tumble check. 
   
  Tumble Check Result 
  Effect 
  up to 14 
  –no change– 
  15 – 29 
  Treat fall as 10’ shorter 
  30 – 44 
  Treat fall as 20’ shorter 
  45 – 59 
  Treat fall as 30’ shorter 
  per +15 
  Ignore 10 more feet  
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Use Magic Device 
   
  Page 73 
  Use Magic Device 
   
   
  Base Ability: 
  Charisma 
  Must be Trained?: 
  Yes 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in Spellcraft, when you are working with a Scroll. 
  +2 bonus if you have 5+ ranks in Decipher Script, when you are working with a Scroll. 
  Special: 
  Feat: Magical Aptitude grants a +2 bonus. 
  In Class For: 
  Bard, Rogue 
   
   
  This skill is used to activate magic items that you should not be able to use.  Magic items with complex requirements (such being only usable by an Lawful-Good 
  Elf Ranger) may require multiple skill checks. 
   
  Decipher a Written Spell 
  (PH p85) 
  Time:  1 Minute 
  Retry?  Yes, unless you roll a Natural 1 
  Take 10?  No 
  Take 20?  No 
   
  To decipher a written spell, make a check vs. DC 25 + spell level. 
   
   
  Use a Spell Completion Item 
  (PH p85) 
  Time:  <part of activating the item> 
  Retry?  Yes, unless you roll a Natural 1 
  Take 10?  No 
  Take 20?  No 
   
  You may activate a Scroll that you have already deciphered by making a check vs. DC 20 + spell level.   
  If you appropriate Ability Score is not high enough, you will need to emulate that too. 
   
   
  Use a Spell Trigger Item 
  (PH p85) 
  Time:  <part of activating the item> 
  Retry?  Yes, unless you roll a Natural 1 
  Take 10?  No 
  Take 20?  No 
   
  You may activate a Wand, Staff, or other Spell Trigger Item by making a check vs. DC 20. 
   
   
  Emulate a Class Feature 
  (PH p86) 
  Time:  <part of activating the item> 
  Retry?  Yes, unless you roll a Natural 1 
  Take 10?  No 
  Take 20?  No 
   
  Some items have features that can only be activated by a user of a specific class –or– who has a specific class feature (such as Evasion).  To simulate a specific 
  class, make a Use Magical Device check.  Your effective level in the specified class is your check – 20.  For example, in order to gain the full benefit of a Holy 
  Avenger, you would have to emulate being a Paladin of at least 1st level, requiring a Use Magic Device check vs. DC 21. 
   
  You do not gain the benefit of any class feature you emulate. 
   
  If the class has an Alignment requirement (such as emulating a Paladin) that you do not match, you must also emulate the alignment. 
  If the class feature has a minimum Ability Score (such as casting a 3rd level Cleric spell requires a minimum Wisdom of 13) that you do not match, you must also 
  emulate the Ability Score. 
  You may only emulate one class at a time. 
  If an item has an on-going effect, you must make a new check ever hour. 
   
   
  Emulate an Ability Score 
  (PH p85) 
  Time:  <part of activating the item> 
  Retry?  Yes, unless you roll a Natural 1 
  Take 10?  No 
  Take 20?  No 
   
  Some items have features that can only be activated by a user with a specific ability score.  To simulate a higher ability score than you have, make a Use Magical 
  Device check.  Your effective Ability Score is your check – 15.  For example, in order to use a 3rd level Cleric spell from a Scroll, you would have to emulate a 
  Wisdom of 13, requiring a Use Magic Device check vs. DC 28. 
   
  You may only emulate one Ability Score at a time. 
  If an item has an on-going effect, you must make a new check ever hour. 
   
   
  Emulate a Race 
  (PH p86) 
  Time:  <part of activating the item> 
  Retry?  Yes, unless you roll a Natural 1 
  Take 10?  No 
  Take 20?  No 
   
  Some items have features that can only be activated by a user of a specific race.  To simulate a specific race, make a Use Magical Device check vs. DC 25.  You 
  may only emulate one race at a time. 
  If an item has an on-going effect, you must make a new check ever hour. 
   
   
  Emulate an Alignment 
  (PH p86) 
  Time:  <part of activating the item> 
  Retry?  Yes, unless you roll a Natural 1 
  Take 10?  No 
  Take 20?  No 
   
  Some items have features that can only be activated by a user of a specific alignment.  To simulate a specific alignment, make a Use Magical Device check vs.  
  DC 30.  You may only emulate one alignment at a time. 
  If an item has an on-going effect, you must make a new check ever hour. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Use Magic Device 
   
  Page 74 
  Use Magic Device (continued) 
   
   
  Activate Magic Item Blindly 
  (PH p85) 
  Time:  <part of activating the item> 
  Retry?  Yes, unless you roll a Natural 1 
  Take 10?  No 
  Take 20?  No 
   
  Some items are activated by a command word, a thought, or even an action.  To activate such an item without knowing the actual activation method, you must 
  make a check vs. DC 25.  You receive a +2 bonus if you have activated the item at least once before. 
   
  Success: 
  You may use the item for up to one hour. 
  Failure by 9 or less: 
  You do not activate the item. 
  Failure by 10 or more:You are inflicted with a magical mishap, which deals 2d6 damage (no save). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Use Rope 
   
  Page 75 
  Use Rope 
   
   
  Base Ability: 
  Dexterity 
  Must be Trained?: 
  No 
  Armor Check?: 
  No 
  Synergy bonus: 
  +2 bonus if you have 5+ ranks in Escape Artist, when you are trying to activate a Bind an Opponent. 
  Special: 
  +2 bonus if you are using Silk Rope. 
  +2 bonus if you cast Animate Rope on the rope you are using. 
  Feat: Deft Hands grants a +2 bonus. 
  In Class For: 
  Ranger, Rogue 
   
   
  This skill is used to work with rope, tie people up, etc.,. 
   
   
  Tie a Knot 
  (PH p86)  
  Time:  Full Round Action 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  Tie a simple or complex knot. 
   
  Task 
  DC 
  Tie a firm knot  
  10 
  Tie a special knot, such as one that slips, slides slowly, or loosens with a tug 
  15 
  Tie a rope around yourself one-handed 
  15 
   
  By accepting a –10 penalty on your check, you may attempt to tie one of the above as a Move Action. 
   
   
  Secure a Grappling Hook 
  (PH p86) 
  Time:  1 Standard Action 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  No 
   
  Throwing a Grappling Hook so it catches on a target building, tree, etc., requires a Use Rope check vs. a DC of 10 + 2 per 10’ (maximum 50’). 
   
  Success: 
  Catches onto the desired fixture securely. 
  Failure by 4 or less: 
  Fails to catch. 
  Failure by 5 or more: Seems to catch, but comes loose 1d4 rounds after its starts supporting weight. 
   
   
  Bind an Opponent 
  (PH p86) 
  Time:  1 Minute 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  If you have 5+ ranks in Escape Artist, you receive a +2 bonus on this check. 
   
  When you tie someone up with rope, the Escape Artist check is your Bind an Opponent check + 10. 
   
   
  Splice Two Ropes Together 
  (PH p86) 
  Time:  5 Minutes 
  Retry?  Yes 
  Take 10?  Yes 
  Take 20?  Yes 
   
  In order to weave two ropes together into one, make a check vs. DC 15. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill – Use Rope 
   
  Page 76 
  Use Rope (continued) 
   
   
  Repelling 
  (RoS p130) 
  Time:  <movement> 
  Retry?  No 
  Take 10?  No 
  Take 20?  No 
   
  Requirement:  Climb: 1 rank –or– Use Rope:  1 rank. 
   
  By fixing a rope at the top of a cliff, etc., you may lower yourself down quickly and then use the rope to stop at a desired distance. 
   
  When Repelling, you must make a Climb check (DC is determined by the Surface) –and– a Use Rope check (DC is determined by the desired Speed). 
   
  Surface 
  Climb DC 
  Any surface 
  10 
  Surface is slippery  
  +5 
  No surface to brace against 
  +10 
   
   
  Speed 
  Use Rope DC 
  Descend your Base Land speed as a Move Action –or– 2x as a Full Round 
  10 
  Descend 4x your Base Land speed as a Full Round Action 
  20 
   
   
  Success on both checks: Descend the desired distance at the desired speed and then stop. 
  Failure on either check: Descend the desired distance and then go into an uncontrolled fall unless you make a Use Rope check vs. (previous Use Rope DC + 5).   
  If you succeed you stop at the desired distance, but take 1d6 damage.   
  If you fail, you go into an uncontrolled fall.  If on your next turn you have not yet hit bottom (and are still holding the rope), you make a 
  new Use Rope check vs. (previous Use Rope DC + 10) to stop yourself and take 3d6 damage. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill Synergies 
   
  Page 77 
  Skill Synergies Summary 
   
   
  If Your… 
  Then You Get a… 
  Bluff is 5+ 
  +2 bonus on Diplomacy checks  
  +2 bonus on Disguise checks, when being observed 
  +2 bonus on Intimidate checks  
  +2 bonus on Sleight of Hand checks 
  Craft is 5+ 
  +2 bonus on Appraise checks, when examining an object created by that craft   
  Decipher Script is 5+ 
  +2 bonus on Use Magic Device checks, when using scrolls 
  Escape Artist is 5+ 
  +2 bonus on Rope Use, to bind someone 
  Handle Animal is 5+ 
  +2 bonus on Ride checks 
  +2 bonus on the ‘Wild Empathy’ class ability of Druids & Rangers 
  Jump is 5+ 
  +2 bonus on Tumble checks 
  Know (arcana) is 5+ 
  +2 bonus on Spellcraft checks. 
  Know (architecture) is 5+ 
  +2 bonus on Search checks to find secret doors & compartments. 
  Know (dungeoneering) is 5+ 
  +2 bonus on Survival checks made underground. 
  Know (geography) is 5+ 
  +2 bonus on Survival checks to avoid getting lost. 
  Know (history) is 5+ 
  +2 bonus on Bardic Knowledge checks. 
  Know (local) is 5+ 
  +2 bonus on Gather Information checks. 
  Know (nature) is 5+ 
  +2 bonus on Survival checks made above ground. 
  Know (nobility & royalty) is 5+ 
  +2 bonus on Diplomacy checks. 
  Know (religion) is 5+ 
  +2 bonus on Turn Undead checks. 
  Know (the planes) is 5+ 
  +2 bonus on Survival checks made on other planes. 
  Search is 5+ 
  +2 bonus on Survival checks to follow tracks 
  Sense Motive is 5+ 
  +2 bonus on Diplomacy checks 
  Spellcraft is 5+ 
  +2 bonus on Use Magic Device, when using scrolls 
  Survival is 5+ 
  +2 bonus on Know (nature) checks. 
  Tumble is 5+ 
  +2 bonus on Balance checks 
  +2 bonus on Jump checks 
  Use Magic Device is 5+ 
  +2 bonus on Spellcraft checks to decipher spells on scrolls 
  Use Rope is 5+ 
  +2 bonus on Climb checks, when using a rope 
  +2 bonus on Escape Artist checks, when tied with rope 
   
  Your… 
  If… 
  Appraise checks, when examining an object created by that craft, gain a  +2 bonus 
  Craft is 5+ 
  Balance checks gain a +2 bonus 
  Tumble is 5+ 
  Bardic Knowledge checks gain a +2 bonus 
  Know (history) is 5+ 
  Climb checks, when using a rope gain a +2 bonus 
  Use Rope is 5+ 
  Diplomacy checks gain a +2 bonus 
  Bluff is 5+ 
  Know (nobility & royalty) is 5+ 
  Sense Motive is 5+ 
  Disguise checks, when being observed, gain a +2 bonus  
  Bluff is 5+ 
  Escape Artist checks, when tied with rope, gain a +2 bonus 
  Use Rope is 5+ 
  Gather Information checks gain a +2 bonus 
  Know (local) is 5+ 
  Intimidate checks gain a +2 bonus 
  Bluff is 5+ 
  Jump checks gain a +2 bonus 
  Tumble is 5+ 
  Know (nature) checks gain a +2 bonus 
  Survival is 5+ 
  Ride checks gain a +2 bonus 
  Handle Animal is 5+ 
  Rope Use, to bind someone, gains a +2 bonus 
  Escape Artist is 5+ 
  Search checks to find secret doors & compartments gain a +2 bonus 
  Know (architecture) is 5+ 
  Sleight of Hand checks gain a +2 bonus  
  Bluff is 5+ 
  Spellcraft checks gain a +2 bonus 
  Know (arcana) is 5+ 
  Spellcraft checks to decipher spells on scrolls gain a +2 bonus 
  Use Magic Device is 5+ 
  Survival checks made above ground gain a +2 bonus 
  Know (nature) is 5+ 
  Survival checks made on other planes gain a +2 bonus 
  Know (the planes) is 5+ 
  Survival checks made underground gain a +2 bonus 
  Know (dungeoneering) is 5+ 
  Survival checks to avoid getting lost gain a +2 bonus 
  Know (geography) is 5+ 
  Survival checks to follow tracks gain a +2 bonus 
  Search is 5+ 
  The ‘Wild Empathy’ class ability of Druids & Rangers gains a +2 bonus 
  Handle Animal is 5+ 
  Tumble checks gain a +2 bonus 
  Jump is 5+ 
  Turn Undead checks gain a +2 bonus 
  Know (religion) is 5+ 
  Use Magic Device checks, when using scrolls, gain a +2 bonus 
  Decipher Script is 5+ 
  Spellcraft is 5+ 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Combat Actions 
   
  Page 78 
  Combat Actions 
   
  Common Definitions 
   
  Size modifier = +/– 4 per size category different from Medium 
  <action> roll = 1d20 + <action> modifier. 
   
   
  Bull Rush (PH p154) 
   
   
  Definitions 
  Bull Rush Attack modifier = Strength modifier + Size modifier + 2 if charging. 
  Bull Rush Defense modifier = Strength modifier + Size modifier + 4 if stable (i.e., a Dwarf, having 4 legs, etc.). 
   
  Requirements of a Bull Rush 
  a) 
  An Attacker can only Bull Rush a Target that is no more than one Size Category larger than him/her. 
  b) 
  Executing a Bull Rush is a Standard Action, though it also can be made at the end of a Charge. 
   
  Initiating a Bull Rush 
  Step 1:  Attacker moves into Target’s hex.  This generates an Attack of Opportunity from the Target & anyone threatening that hex. 
   
   
  Since the Attacker & Target are in the same hex, there is a 25% chance of an attack hitting the wrong creature. 
  Step 2:  Attacker makes a Bull Rush Attack roll opposed by the Target’s Bull Rush Defense roll. 
  If the Bull Rush Attack roll is not equal or greater than the Bull Rush Defense roll, the action fails & the Attacker moves 5’ straight back (if occupied, the Attacker 
  falls Prone). 
  If the Bull Rush Attack roll was greater, the Target is pushed back 5’.  The Attacker has the option of continuing to push the Target.  For each 5 points the Attack 
  roll exceeded the Defense roll, the Attacker & Target move 5’ more (up to the Attacker’s movement rate).  Both generate Attacks of Opportunity against 
  anyone they pass (but not to each other). 
   
  Note:  An Attacker with Feat: Improved Bull Rush does not generate an Attack of Opportunity at Step 1 & has a +4 bonus on his/her Bull Rush Attack modifier. 
   
   
   
  Disarm  (PH p155) 
   
  Definitions 
  Weapon-size modifier = based on melee weapon size category:  +4 if Two-Handed, +0 if One-Handed, –4 if Light.  If not a melee weapon, –4. 
  Disarm modifier = Attack modifier with the Melee weapon that is disarming / being disarmed + Size modifier + Weapon-size modifier +10 if held in a Locked 
  Gauntlet 
   
  Initiating a Disarm 
  Step 1: Attacker generates an Attack of Opportunity from Target. 
  If the Attack of Opportunity does any damage, the action fails. 
  Step 2: Opposed Disarm roll. 
  If the Attacker has the higher roll, the Target’s weapon is at his/her feet (unless the Attacker was using an Unarmed Strike, in which case he/she is holding the 
  weapon). 
  Step 3: If the Target had the higher Opposed Disarm roll in Step 2, then make a new Opposed Disarm roll. 
  If successful, the Attacker’s weapon is at his/her feet. 
   
  Note:  An Attacker with Feat: Improved Disarm does not generate an Attack of Opportunity at Step 1, has a +4 bonus on his/her Disarm modifier when “attacking”, 
  and skips Step 3 if not successful in Step 2. 
   
   
  Feint   (PH p155) 
   
  Definitions 
  Feint Attack modifier = Bluff modifier  
  Feint Defense modifier = Sense Motives modifier + Base Attack Bonus + (4 if nonhuman or 8 if has an Intelligence of 1 or 2) 
   
  Initiating a Feint 
  Step 1: As a Standard Action (that does not generate an Attack of Opportunity), the Attacker makes a Feint Attack roll opposed by the Target’s Feint Defense roll. 
  If successful, the Target looses his/her Dexterity bonus to AC against the Attacker’s melee attack that occurs within 1 round. 
   
  Note:  An Attacker with Feat: Improved Feint can execute a Feint as a Move Action. 
  Note:  A Feint cannot be used on a creature with no intelligence. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Combat Actions 
   
  Page 79 
  Grapple 
   (PH p155) 
   
  Definitions 
  Size modifier = +/– 4 per size category different from Medium 
  Grapple Check modifier = Base Attack Bonus + Strength modifier + Size modifier 
  Grappling – Do not threaten any hexes; loose Dexterity bonus (but not against your Opponent); cannot move. 
  Pinned – Immobile (but not Helpless), –4 penalty to AC (but not against your Opponent). 
   
  Entering a Grapple 
  Step 1:  Attacker generates an Attack of Opportunity from Target. 
   
   
  If the Attack of Opportunity does any damage, the action fails. 
  Step 2:  Attack makes a Melee Touch to grab onto the Target. 
   
   
  If the attack fails, the action fails. 
  Step 3:  Make an Opposed Grapple Check.   
   
   
  If the Attacker wins, the Attacker & Target are Grappling & the Attacker does unarmed damage to the Target. 
   
   
  To continue Grappling, the Attacker must enter the Target’s hex.  This generates an Attack of Opportunity from other, but not the target. 
   
  Note:  An Attacker with Feat: Improved Grapple does not generate an Attack of Opportunity at Step 1 & has a +4 bonus on his/her Grapple Check modifier. 
   
  While Grappling 
  Either Opponent in a Grapple may attempt any one of these actions. 
  a) 
  Activate a Magic Item (Standard Action) 
  b) 
  Attack your Opponent with an Unarmed Strike, a Natural Weapon, or a Light Weapon you are holding.  The attack has a –4 penalty. (Attack Action, so a 
  person with a Full Round Action may do several of them). 
  c) 
  Cast a Spell that has no somatic components & a cast time of 1 Standard Action.  Requires a Concentration check vs. DC 20 + spell level. (Standard Action). 
  d) 
  Damage your Opponent.  This action is based on your Grapple check instead of your Attack bonus.  If successful, you do your normal non-lethal damage. 
  (Attack Action) 
  e) 
  Draw a Light Weapon by making a successful Opposed Grapple Check (Move Action) 
  f) 
  Escape from Grapple by making an Opposed Grapple Check (Attack Action).  If successful, move one hex away. 
  g) 
  Escape from Grapple by making an Escape Artist Check (Standard Action).  If successful, move one hex away. 
  h) 
  Move half your speed (while dragging your Opponent) by making an Opposed Grapple Check (+4 if Opponent is Pinned). (Standard Action). 
  i) 
  Retrieve a Spell Component (no check needed).  (Full Round Action). 
  j) 
  Pin your Opponent for 1 round by making an Opposed Grapple Check (Attack Action) 
  k) 
  Break another’s Pin by making an Opposed Grapple Check. 
  l) 
  Use Opponent’s Light Weapon against him/her by making an Opposed Grapple Check, followed by an Attack Roll.  The opponent keeps the weapon (Attack 
  Action). 
   
  A Grappler with a high Base Attack Bonus will have multiple Attack Actions. 
   
  Actions while Grappling 
  Which 
  Check 
  While 
  Pinning? 
  Time of Action 
  Limitation 
  If Successful… 
  Attack your Opponent 
  Attack  
  at –4 
  — 
  Attack Action 
  Unarmed Strike, Natural 
  Weapon, or Light Weapon  
  Opponent takes damage 
  Break another’s Pin 
  Grapple 
  — 
  Attack Action 
  — 
  You are no longer Pinned, but are still 
  Grappling 
  Damage your Opponent 
  Grapple 
  Yes 
  Attack Action 
  Unarmed Strike only 
  Does unarmed non-lethal damage (unless 
  you are a Monk) 
  Escape from the Grapple with 
  a Grapple Check 
  Grapple 
  — 
  Attack Action 
  — 
  Grapple ends & you can move 1 hex 
  away 
  Pin your Opponent for 1 
  round 
  Grapple 
  — 
  Attack Action 
  — 
  Opponent is Pinned for 1 round.  You 
  may cover his/her mouth. 
  Use Opponent’s Light 
  Weapon against Him/Her 
  Grapple 
  Yes 
  Attack Action 
  If successful, must then make 
  an Attack roll. 
  Opponent does not loose the 
  weapon 
  Opponent takes damage 
  Draw a Light Weapon 
  Grapple 
  — 
  Move Action 
  Light Weapon only 
  Weapon is in your hand 
  Activate a Magic Item 
  — 
  — 
  Standard Action 
  Cannot be a Spell Completion 
  Trigger item 
  Item activates. 
  Cast a Spell 
  Concen-
  tration 
  check 
  — 
  Standard Action 
  Cannot have Somatic 
  Components. 
  DC is 20 + spell level 
  Spell takes effect 
  Escape from the Grapple with 
  an Escape Artist check 
  Escape 
  Artist 
  check 
  — 
  Standard Action 
  DC is your Opponent’s 
  Grapple Check 
  Grapple ends & you can move 1 hex 
  away 
  Move 
  Grapple 
  Yes 
  Standard Action 
  +4 bonus if your Opponent is 
  Pinned 
  You and your Opponent move up to half 
  your Movement 
  Retrieve a Spell Component 
  — 
  — 
  Full Round Action 
  — 
  You have the desired spell component in 
  your hand 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Combat Actions 
   
  Page 80 
   
  Overrun  
   (PH p157)(PH3.5e)+ 
   
  Definitions 
  Overrun Attack modifier = Strength modifier + Size modifier + 2 if charging.  If doing an Overrun as part of Mounted Combat, use the mount’s Size & Strength. 
  Overrun Defense modifier = (Strength modifier or Dexterity modifier) + Size modifier + 4 if stable (i.e., a Dwarf, having 4 legs, etc.). 
   
  Requirements of an Overrun 
  a) 
  An Attacker can only Overrun a Target that is no more than one Size Category larger than him/her. 
  b) 
  Executing an Overrun is a Standard Action, though it also can be made at the end of a Charge. 
  c) 
  Only one Target may be Overrun per round. 
   
  Initiating an Overrun 
  Step 1:  Attacker moves into Target’s hex.  This generates an Attack of Opportunity from the Target. 
  Step 2:  The Target has the option of letting the Attacker go through the hex. 
  If the Target avoids the Overrun, it does not count as the Attacker’s one Overrun for the round and the Action is complete. 
  Step 3: If the Target does not avoid the Overrun, the Attacker makes an Overrun Attack roll opposed by the Target’s Overrun Defense roll. 
  If the Attacker has the higher roll, the Target is knocked Prone and the Attacker continues his / her movement. 
  Step 4: If the Target had the higher Opposed Overrun roll in Step 3, then the Target makes an Overrun Attack roll opposed by the Attacker’s Overrun Defense roll. 
  If successful, the Attacker is forced 5’ backwards & knocked Prone. 
  Otherwise, the Attacker is still forced 5’ backward.  If the hex is occupied, the Attacker falls Prone anyway. 
   
  Note:  An Attacker with Feat: Improved Overrun does not generate an Attack of Opportunity at Step 1 & skips Step 2 (i.e., the Target cannot avoid the Overrun). 
   
   
  Sunder  (PH p158) 
   
  Definitions 
  Weapon-size modifier = based on melee weapon size category:  +4 if Two-Handed, +0 if One-Handed, –4 if Light.  If not a melee weapon, –4. 
  Sunder modifier = Attack modifier with the Melee weapon that is sundering / being sundered + Size modifier + Weapon-size modifier 
  Object’s AC = 10 + the Object’s size modifier (i.e., –1 if small, etc.) + the Dexterity modifier of the person carrying the object. 
   
  Initiating a Sunder 
  Step 1: Attacker generates an Attack of Opportunity from Target. 
  Step 2: If attacking a weapon, make an Opposed Sunder roll. 
   
   
  If attacking an other object, the Attacker makes an Attack roll against the Object’s AC. 
  If successful, the Attacker rolls damage.  The Target applies the damage to object after subtracting its Hardness.  A list of typical Hardnesses & hit-points of objects 
  is found at PH3.5 p158. 
   
  Note:  An Attacker with Feat: Improved Sunder does not generate an Attack of Opportunity at Step 1 & gains a +4 bonus on his/her Sunder modifier. 
   
   
  Trip 
   (PH p158) 
   
  Definitions 
  Trip Attack modifier = Strength modifier + Size modifier + the trip bonus of the weapon being used (if any). 
  Trip Defense modifier = (Strength modifier or Dexterity modifier) + Size modifier + 4 if stable (i.e., a Dwarf, having 4 legs, etc.). 
   
  Requirements of a Trip 
  a) 
  An Attacker can only Trip a Target that is no more than one Size Category larger than him/her. 
  b) 
  A Trip is an Unarmed Attack unless the Attack has a weapon the explicitly allows tripping (such as a Whip). 
   
  Initiating a Trip as an Unarmed Attack 
  Step 1: The Attacker generates an Attack of Opportunity from Target. 
  Step 2:  The Attacker makes a Touch Attack against the Target.  If not successful, the action ends. 
  Step 3: The Attacker makes a Trip Attack roll opposed by the Target’s Trip Defense roll. 
  If the Attacker has the higher roll, the Target is knocked Prone. 
  Step 4: If the Target had the higher Opposed Overrun roll in Step 3, then the Target makes a Trip Attack roll opposed by the Attacker’s Trip Defense roll. 
  If successful, the Attacker knocked Prone. 
   
  Note:  An Attacker with Feat: Improved Trip does not generate an Attack of Opportunity at Step 1.  Also, if Step 4 is successful, the Attacker gets an immediate 
  melee attack on the Target. 
   
  Initiating a Trip with a Weapon that can Trip 
  Step 1:  The Attacker makes a Touch Attack against the Target with the weapon.  If not successful, the action ends. 
  Step 2: The Attacker makes a Trip Attack roll opposed by the Target’s Trip Defense roll. 
  If the Attacker has the higher roll, the Target is knocked Prone. 
  Step 3: If the Target had the higher Opposed Overrun roll in Step 3, then the Target makes a Trip Attack roll opposed by the Attacker’s Trip Defense roll. 
  The Attacker can avoid this roll by dropping the weapon. 
  If the Attacker keeps the weapon & the Target’s Trip attempt succeeds, the Attacker knocked Prone. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Combat Actions 
   
  Page 81 
   
  Mounted Combat  
   (PH p157) 
   
  Definitions 
  Trip Attack modifier = Strength modifier + Size modifier + the trip bonus of the weapon being used (if any). 
  Trip Defense modifier = (Strength modifier or Dexterity modifier) + Size modifier + 4 if stable (i.e., a Dwarf, having 4 legs, etc.). 
   
  Each Round 
  Step 1: Riding a creature that is not trained for combat into a fight requires a Ride check vs. DC 20 each round during the Move Action.  If the check fails, the 
  Move Action becomes a Full Round Action as the Rider works to control the Mount. 
  Step 2: If the Rider wishes to have both hands free, make a Ride check vs. DC 20 as a Free Action. 
   
  Combat 
  Attacking while on a Mount grants a +1 “higher ground” bonus if the Mount is larger than the Target. 
  If the Mount moves more than 5’, the Rider can only make a Single Melee Attack at the start or end of the movement. 
  The Mount can Charge, and both the Mount & the Rider gain all the bonuses & penalties for the action. 
  If using Ranged Weapons while the Mount is moving up to a Double move, the Rider takes a –4 penalty on attacks (but has the option of taking a Full Round 
  Action).  If the Mount is Running, the attack penalty is –8. 
  If the Mount falls in combat (due to going to negative hp, being tripped, etc.), the Rider must make a Ride check vs. DC 15 to make a “soft fall” (i.e., no damage). 
   
   
  Garrote Attack   (DR316 p42) 
   
  Effectively a Grapple with the Light Weapon being a strangling cord. 
   
  Steps  
  Step 1:  Make a special Melee Touch attack to wrap the Garrote around the target’s neck.  In addition to the target’s normal Touch AC, add the target’s Natural 
  Armor Bonus, plus +4 if wearing Full Plate or a Leather Collar –or– +10 if wearing a Gorget.  This attack generates an Attack of Opportunity.  If the Attack of 
  Opportunity deals damage, the Garrote Attack fails.  This is a normal attack, so characters entitled to multiple attacks per round may make multiple attempts. 
  Step 2:  Make a Grapple check.  If successful, you move into the target’s square and begin doing Garrote damage (1d8 for a Medium-sized creature) plus 1½ 
  Strength modifier.  If the Grapple check fails, the target is no longer considered grappled.  Moving into the target’s square generates Attacks of Opportunities 
  from other foes, but not the target. 
  Step 3:  For each Grapple check, do the Garrote damage.  This continues until you release the Garrote or the target gets free.  You both receive all the standard 
  penalties for being in a grapple. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Teamwork Benefit 
   
  Page 82 
  Teamwork Benefits 
   
  Teamwork Benefit 
  Reference 
  Leader Prerequisite 
  Member  Prerequisite 
  Benefit 
  Awareness 
  (PH2 p159) 
  Listen: 
  12 ranks 
  Spot: 
   12 ranks 
  Listen: 
  2 ranks 
  Spot: 
  2 ranks 
  All Team Members receive a +2 Circumstance bonus on Listen & Spot 
  checks as long as there is another Team Member within 30’. 
  Camp Routine 
  (PH2 p159) 
  Survival: 
  8 ranks 
  –or– Feat: Self-Sufficient 
  Survival: 
  1 rank 
  Receive the following when in camp: 
  1. Team Members on watch receive a +2 bonus on Listen & Spot 
  checks. 
  2. Team Members sleeping receive a +4 bonus on Listen checks to 
  hear sound within 30’. 
  Circle of Blades 
  (PH2 p159) 
  Base Attack Bonus +6 
  Feat: Weapon Specialization 
  Sneak Attack +1d6 
  If a Team Member readies an action to attack when the Leader does 
  receives a +2 bonus on damage against the same target.  Applies to 
  creatures immune to Sneak Attacks. 
  Climbing Squad 
  (Dun p047) 
  Climb: 
  8 ranks 
  Climb: 
  1 rank 
  When climbing, the Team Leader must go first.  Once he/she is at a 
  stable stopping point (often the top), The Team Leader can spend a 
  Move Action each round to make a Aid Other check to grant all Team 
  Member a +4 bonus on their Climb checks –and– make an Accelerated 
  Climb with only a –2 penalty.  
  Crowded Charge 
  (PH2 p159) 
  Jump: 
  8 ranks 
  Jump: 
  1 rank 
  A Team Member may make a Charge action through other Team 
  Members, though the charger must end in a square.  Applies to 
  mounted Team Members. 
  Cunning Ambush 
  (PH2 p159) 
  Hide: 
  8 ranks 
  Listen: 
  8 ranks 
  Hide: 
  1 rank 
  After spending 10 minutes to conceal the Team Members, the Team 
  Leader makes the Hide check for each Team Members, modified by 
  that Team Member’s Dexterity modifier & Armor Check penalty. 
  Cunning Ambush, 
  Improved 
  (PH2 p159) 
  Hide: 
  12 ranks 
  Listen: 
  12 ranks 
  Hide: 
  3 ranks 
  ‘Cunning Ambush’ 
  Teamwork Benefit 
  In addition to the benefits of ‘Cunning Ambush’, each Team Member 
  may take a Full Round Action during the Surprise Round. 
  Door Procedures 
  (DMG2 p190) 
  Listen: 
  8 ranks 
  Search: 
  8 ranks 
  Listen –or– Search: 1 rank  
  When listening at / searching a door or similar portal, the Team Leader 
  receives a +1 Circumstance bonus on his/her Listen / Search check for 
  each Team Member within 10’. 
  The Team Leader can ‘Take 20’ on a Search check on the door in the 
  time it takes to do 10 checks (vs. the normal 20 checks). 
  Expert Mountaineers 
  (PH2 p159) 
  Climb: 
  8 ranks 
  Use Rope: 
  8 ranks 
  Climb –or– Use Rope: 
   
   
  1 rank  
  1. If one Team Member succeeds on a Climb check, each Team Member 
  adjacent to him/her receives a +2 Circumstance bonus on the Climb 
  check to ascend the same surface. 
  2. Team Members can make an Accelerated Climb with only  a–2 
  penalty. 
  3. A Team Members can catch a falling comrade by succeeding on a 
  Climb check vs. the wall’s DC (instead of the wall’s DC + 10). 
  Fearsome Roster 
  (HoB p117) 
  Intimidate: 
  8 ranks 
  Intimidate: 
  1 rank 
  –or– Charisma 13+ 
  Penalty on opponent’s Morale checks.  See HoB p72. 
  Field Medic Training 
  (DMG2 p190) 
  Heal: 
  8 ranks 
  Heal: 
  1 rank 
  If two Team Members attempt to Stabilize the same Dying creature in 
  the same round, the second automatically succeeds. 
  Foe Hunting 
  (PH2 p160) 
  Favored Enemy (any) +4 
  Base Attack Bonus +4 
  Survival: 
  1 rank 
  A Team Member that flank the Team Leader against his/her Favored 
  Enemy does +2 damage. 
  Friendly Fire Evasion 
  (DMG2 p191) 
  (HoB p117) 
  Spellcraft: 
  4 ranks 
  Evasion class ability 
  Base Reflex Save +2 
  Spellcraft: 
  1 rank 
  Team Members gain the Evasion class ability against spells cast by other 
  Team Members. 
  Friendly Fire Evasion, 
  Improved 
  (HoB p117) 
  Spellcraft: 
  6 ranks 
  Improved Evasion class 
  ability 
  Base Reflex Save +3 
  Spellcraft: 
  1 rank 
  ‘Friendly Fire Evasion’ 
  Teamwork Benefit 
  Team Members gain the Improved Evasion class ability against spells 
  cast by other Team Members. 
  Gaze Aversion 
  (DMG2 p192) 
  Spot: 
  8 ranks 
  Spot: 
  1 rank 
  If one Team Member can see a foe with a Gaze Attack, other Team 
  Members averting their eyes do not need to make a save against the 
  Gaze Attack (since they are following the ‘spotters’ directions). 
  Group Trance 
  (PH2 p161) 
  Elf –or– Half-Elf 
  Concentration: 
  1 rank 
  By joining hands and meditating for 4 hours, all Team Members receive 
  the benefit of 8 hours of sleep. 
  Indirect Fire 
  (PH2 p161) 
  Base Attack Bonus +6 
  Feat:  Precise Shot 
  Spot: 
  3 ranks 
  If one Team Member can see a foe with Cover, Concealment, or 
  Invisibility, he/she can use a Move Action to signal to other Team 
  Members the foe’s location.  Against those Team Members, the foe 
  only receives ½ the Cover bonus to AC and the Miss Chance is also 
  halved. 
  Infiltration 
  (DMG2 p192) 
  (HoB p118) 
  Hide: 
  8 ranks 
  Move Silently: 
  8 ranks 
  Hide –or– Move Silently:  
   
  1 rank  
  The Team moves quickly and quietly.  As long as a Team Member starts 
  the round able to see another Team Member, he/she gains the following: 
  1. Team Members may move at Full Speed without taking the standard  
  –5 penalty on Hide and Move Silently checks. 
  2. Hide checks to not keep Team Members from seeing each other.   
  Invisibility Sweep 
  (DMG2 p192)  
  (HoB p118) 
  Feat:  Blind-Fight 
  — 
  If a Team Member ‘pin-points’ an Invisible creature, all Team Members 
  within earshot are considered to have ‘pin-pointed’ it until it moves. 
  Typically methods for ‘pin-pointing’ are Listen checks, magic (such as 
  See Invisible), making Touch Attacks into four adjacent hexes as one 
  Standard Action, etc. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Teamwork Benefit 
   
  Page 83 
  Teamwork Benefit 
  Reference 
  Leader Prerequisite 
  Member  Prerequisite 
  Benefit 
  Joint Bull Rush 
  (DMG2 p192)  
  (HoB p118) 
  Feat:  Improved Bull Rush 
  — 
  More than one Team Member may join in a Bull Rush against one foe.   
  1. All involved Team Members Ready a Bull Rush to be started on 
  the last member’s action. 
  2. Each member Bull Rushes the same foe, though only a single Bull 
  Rush is resolved.  This check uses the strongest Team Member’s 
  bonus, plus the Strength modifier of each member (minimum +1) 
  3. All members end their movement adjacent to each other & all 
  provoke Attacks of Opportunity from the foe. 
  Joint Grapple Escape 
  (DMG2 p193)  
  (HoB p118) 
  Base Attack Bonus +4 –or– 
  Feat:  Improved Bull Rush 
  — 
  Team Members may ‘Aid Other’ with a Grapple check or an Escape 
  Artist check to escape a Grapple on an adjacent Team Member.  If 
  successful, the bonus is the aider’s Strength modifier (minimum +4). 
  Like a Rock 
  (PH2 p161) 
  Stability racial trait 
  Balance: 
  1 rank 
  All Team Members adjacent to the Team Leader receive a bonus equal 
  to the Stability racial trait against attempts to Bull Rush or Trip.  This 
  stacks with any Stability bonus that the Team Member may already 
  have. 
  Massed Charge 
  (PH2 p161) 
  Balance: 
  5 ranks 
  Balance: 
  1 rank 
  More than one Team Member may join in a Charge against a single foe.   
  1. All involved Team Members delay their initiative until the same 
  count. 
  2. Each member Charges and attacks the same foe (typically of 
  Large size (or bigger)). 
  3. Each member receives a bonus on his/her attack roll equal to the 
  number of involved Team Members. 
  Missile Volley 
  (PH2 p161) 
  Feat:  Far Shot 
  Feat:  Precise Shot 
  Feat:  Point Blank Shot 
  Each Team Member readies an action to fire a missile weapon at the 
  same target when the Team Leader fires.  Each Member, including the 
  Leader, receives a bonus on the Attack roll equal to the number of 
  Team Members involved. 
  Ranged Precision 
  (DMG2 p193)  
  (HoB p118) 
  Base Attack Bonus +4 
  Feat:  Precise Shot 
  Base Attack Bonus +2 
  If a Team Member targets a foe with a ranged attack that is in melee 
  with other Team Members, the penalty on the attack is –2 (instead of  
  –4).  If one of those Team Members is granting the foe a Cover bonus, 
  the bonus is reduced to +2 (instead of +4). 
  Search Team 
  (Dun p047) 
  Search: 
  5 ranks 
  Trap Sense class ability 
  Search: 
  1 rank 
  As a Full Round Action, all Team Members use the Team Leader’s 
  Search check. 
  Snap Out of It 
  (DMG2 p193) 
  Concentration: 
  8 ranks 
  Concentration: 
  1 rank 
  If a Team Member is under a Compulsion effect (such as Dominate 
  Person), an adjacent Team Member may spend a Full Round Action to 
  grant him/her a new saving throw against the effect.  A given Team 
  Member may only grant one new save, but other Team Members may 
  grant additional saves. 
  To use this ability, a Team Member must be known to be under a 
  Compulsion effect, such as through a Sense Motive check, witnessing 
  the casting of the spell, etc. 
  Spell Barrage 
  (DMG2 p193) 
  Spellcraft: 
  8 ranks 
  Spellcraft: 
  2 ranks 
  All creatures targeted by a Team Member’s spell that requires a Reflex 
  save receives a –2 penalty on all subsequent Reflex saves resulting 
  from spells cast by other Team Members.  This effect lasts for 1 round. 
  Spellcaster Guardian 
  (DMG2 p193)  
  (HoB p118) 
  Spellcraft: 
  4 ranks 
  Feat:  Combat Reflexes 
  Spellcraft: 
  1 rank 
  –or– Dexterity 13 
  If a Team Member provokes an Attack of Opportunity due to his/her 
  spellcasting, a Team Member adjacent to the spellcaster may interpose 
  himself/herself & take the attack.  The attack roll & damage are 
  resolved as if the interposing Team Member was the intended target.  A 
  given Team Member may interpose himself/herself up to (1 + Dexterity 
  modifier) times per round. 
  Steadfast Resolve 
  (PH2 p162) 
  Concentration: 
  8 ranks 
  Feat:  Iron Will 
  Base Will Save +2 
  Team Members who can see another Team Member receive a +2 
  Circumstance bonus on saves vs. Fear. 
  Superior Flank 
  (DMG2 p194)  
  (HoB p118) 
  Sneak Attack +4d6 
  Base Attack Bonus +3 
  If two Team Members are flanking an enemy, all Team Members 
  receive the benefits for flanking that enemy. 
  If at least two of the Team Members flanking an enemy have the 
  Improved Uncanny Dodge class ability, add all the Rogue levels of 
  Team Members flanking an enemy.  If the total is (enemy’s HD + 4) or 
  greater, then all Team Members flanking the enemy receive the benefit 
  of flanking. 
  Superior Team Effort 
  – <skill> 
  (PH2 p162) 
  <skill>: 
  8 ranks 
  Feat:  Skill Focus (<skill>) 
  <skill>: 
  1 rank 
  Team Members may ‘Aid Other’ with <skill> by making a check vs.  
  DC 5 (instead of the usual DC 10). 
  Team Melee Tactics 
  (PH2 p162) 
  Feat:  Combat Expertise 
  Feat:  Dodge 
  Base Attack Bonus +6 
  When a Team Member uses an ‘Aid Other’ action to provide a bonus on 
  an Attack roll, the bonus is increased by 1. 
  Team Rush 
  (PH2 p162) 
  Survival: 
  8 ranks 
  Feat:  Endurance 
  Survival: 
  1 rank 
  When traveling together overland on foot, Team Members travel at the 
  same rate as the Team Leader does.  This benefit does not effect 
  movement in combat or other short-term movement. 
  Team Shield Maneuver 
  (PH2 p162) 
  Feat:  Shield Specialization 
  Proficiency with Shields 
  If a Team Member’s hit-points drop to –1 (or lower), an adjacent Team 
  Member with a Shield may shove the first Team Member 10’ before 
  he/she falls prone.  This is an Immediate Action. 
  Wall of Steel 
  (PH2 p162) 
  Base Attack Bonus +8 
  Proficiency with Tower 
  Shields 
  Base Attack Bonus +2 
  Proficiency with Shields 
  A Team Member may grant an adjacent Team Member his/her Shield 
  bonus to AC as a Swift Action.  The bonus stacks with the adjacent 
  Team Member’s Shield bonus (i.e., he/she can receive an AC bonus 
  from two (or even three) shields). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill Tricks 
   
  Page 84 
  Skill Tricks 
   
  Learning a Skill Trick costs 2 Skill Points.  You may only have one Skill Trick per 2 Character levels (round up) (unless you take specific feats / prestige classes). 
  Unless indicate otherwise, a Skill Trick can only be used once per encounter. 
   
  Sorted by Type 
   
  Interaction 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Assume Quirk 
  (CSco p085)  
  Interaction 
  Disguise: 
  5 ranks 
  While impersonating a specific individual, you can eliminate the standard familiarity 
  bonus from a creature’s Spot check to determine if you are wearing a disguise.  
  Usable 1 hour per day. 
  Distracting Taunt 
  (DR357 p087) 
  Interaction 
  Bluff: 
  8 ranks 
  Spellcraft: 
  8 ranks 
  As an Attack of Opportunity or a Readied Action, you may attempt to disrupt a 
  spellcaster within 20’.  The spellcaster must make a Concentration check vs.  
  DC (10 + your Bluff modifier + spell level) to cast the spell. 
  Group Fake-Out 
  (CSco p087) 
  Interaction 
  Bluff: 
  8 ranks 
  When you Feint in Combat, you may deprive more than one foe of their Dexterity 
  bonus.  Your part of the opposed check has a –2 penalty per foe after the first. 
  Insightful Improvisation 
  (DR357 p087) 
  Interaction 
  Diplomacy: 
  2 ranks 
  Gather Info.: 
  5 ranks 
  Perform: 
  5 ranks 
  You may use a Perform check in place of a Gather Information check, though the 
  check receives a –5 penalty.  Usable 1/day. 
  Never Outnumbered 
  (CSco p087) 
  Interaction 
  Intimidate: 
  8 ranks 
  When you make an Intimidate check to Demoralize an Opponent, all foes within 10’ 
  must attempt to resist (instead of just one). 
  Rhetorical Flourish 
  (DR357 p087) 
  Interaction 
  Diplomacy: 
  8 ranks 
  You can perform a rushed Diplomacy check as a Full Round action with only a  
  –5 penalty (instead of the normal –10). 
  Second Impression 
  (CSco p088) 
  Interaction 
  Bluff: 
  5 ranks 
  Disguise: 
  5 ranks 
  If an observer sees through your Disguise with a Spot check, you may make a Bluff 
  check to convince him that he is mistaken.  You must know that he saw through 
  your disguise (typically by his reaction) & be within 30’.  Usable 1/day. 
  Social Recovery 
  (CSco p089) 
  Interaction 
  Bluff: 
  8 ranks 
  Diplomacy: 
  5 ranks 
  If you fail a Diplomacy check to change an NPC’s attitude, you may make a Bluff 
  check at –10 as a Full-Round Action to attempt to change the NPC’s attitude again.  
  If successful, you may only improve the target’s attitude one category.  Usable 
  1/day against a given target. 
   
  Manipulation 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Clever Improviser 
  (CSco p085) 
  Manipulation 
  Disable Device: 5 ranks 
  Open Lock: 
  5 ranks 
  You can make Disable Device and/or Open Lock checks without Thieves’ Tools and 
  not take the standard –2 penalty.  If you fail one of these checks, you cannot use this 
  ability again until you have rested 8 hours. 
  Conceal Spellcasting 
  (CSco p085) 
  Manipulation 
  Concentration: 
  1  rank 
  Sleight of Hand: 5 ranks 
  Spellcraft: 
  1 rank 
  You can keep viewers from realizing that you are casting a spell by making an 
  Opposed Sleight of Hand vs. Spot check.  Opponents who fail the check do not gain 
  an Attack of Opportunity or attempt to Counter your spell. 
  Critical Observation 
  (DR357 p087) 
  Manipulation 
  Heal: 
  8 ranks 
  Feat:  Improved Critical 
  When making the roll to confirm a Threatened Critical, you may make a Heal check 
  with a –10 penalty vs. the target’s AC.  Usable 1/day. 
  Easy Escape 
  (CSco p086) 
  Manipulation 
  Escape Artist: 
  8 ranks 
  up to Medium size 
  Receive an Circumstance bonus on Escape Artist checks to escape a Grapple or a Pin 
  if your grappler is Large size or greater: 
    
  Size 
  Bonus 
  Size 
  Bonus 
    
  Large 
  +4 
  Gargantuan +12 
    
  Huge 
  +8 
  Colossal 
  +16 
  False Theurgy 
  (CSco p086) 
  Manipulation 
  Bluff –or– Sleight of 
  Hand: 
  8 ranks 
  Spellcraft: 
  8 ranks 
  As a Swift Action, you may disguise the Verbal & Somatic Components of a spell 
  you are casting to make it seem to be a different spell of the same level.  
  Healing Hands 
  (CSco p087) 
  Manipulation 
  Heal: 
  5 ranks 
  On a successful Stabilization check, you also heal the subject 1d6 hit-points. 
  Hidden Blade 
  (CSco p087) 
  Manipulation 
  Sleight of Hand: 5 ranks 
  Feat:  Quick Draw 
  You may draw a successfully concealed weapon as a Move Action (normally a 
  Standard Action).  If you immediately attack a foe who was not aware of the 
  weapon, he/she is considered Flat-Footed to your attack. 
  Mosquito’s Bite 
  (CSco p087) 
  Manipulation 
  Sleight of Hand: 12 ranks 
  When a Flat-Footed foe is damaged by your Light weapon, you have the option of 
  the foe not noticing the wound until the start of your next turn.   
  Opening Tap 
  (CSco p088) 
  Manipulation 
  Open Lock: 
  12 ranks 
  As a Swift Action, you may attempt an Open Lock check with a –10 penalty using 
  something hard to knock open the lock.  If you fail this check, you may not use this 
  Trick again until you have rested for 8 hours. 
  Quick Escape 
  (CSco p088) 
  Manipulation 
  Escape Artist: 
  12 ranks 
  You may do each of the following once per encounter: 
  1.  As a Swift Action, attempt an Escape Artist check to escape a Grapple or Pin, 
  even if you have already tried using a Standard Action to do the same. 
  2.  As a Move Action, you may attempt an Escape Artist check that normally is a 
  Full-Round Action. 
  Shrouded Dance 
  (CSco p089) 
  Manipulation 
  Hide: 
  8 ranks 
  Perform (dance): 5 ranks 
  As a Move Action, make a Hide check vs. DC 20 to Concealment until the start of 
  your next turn. 
  Sudden Draw 
  (CSco p089) 
  Manipulation 
  Sleight of Hand: 8 ranks 
  Feat: Quick Draw 
  As an Immediate Action, you may draw a concealed weapon to make a Flat-Footed 
  attack on a foe who has just generated an Attack-of-Opportunity. 
  Whip Climber 
  (CSco p090) 
  Manipulation 
  Use Rope: 
  5 ranks 
  Feat:  Exotic Weapon 
  Proficiency (whip) 
  As a Move Action, you may make a ‘Secure a Grappling Hook’ check (see page 75) 
  using your Whip.  If successful, treat your Whip as a rope for purposes of making 
  Climb checks. 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill Tricks 
   
  Page 85 
  Mental 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Clarity of Vision 
  (CSco p085) 
  Mental 
  Spot: 
  12 ranks 
  As a Swift Action, you can Pinpoint an Invisible creature for your Turn by making a 
  Spot check vs. DC 20. 
  Collector of Stories 
  (CSco p085) 
  Mental 
  Know (any): 
  5 ranks 
  Receive a +5 Competence bonus on trained Knowledge check to remember the 
  special ability / vulnerability of a creature. 
  Ecstatic Fervor 
  (DR357 p087) 
  Mental 
  Concentration: 
  8 ranks 
  If you take damage while casting or maintaining a spell, only half the damage applies 
  to DC of the Concentration check.  In the case of continuous damage, only one-
  quarter applies. 
  Listen to This 
  (CSco p087) 
  Mental 
  Listen: 
  5 ranks 
  On a successful Listen check, you can remember what you heard so well that you can 
  replay it to others with enough accuracy that they can translate the language, 
  identify the animal, etc.  After 1 hour, the accuracy is lost. 
  Magical Appraisal 
  (CSco p087) 
  Mental 
  Appraise: 
  5 ranks 
  Know (arcana): 
  5 ranks 
  Spellcraft: 
  12 ranks 
  If you make a Spellcraft check to identify an object’s magical aura by 5 or more, you 
  can spend 1 minute to learn the object’s powers (as per Identify).  Still requires 
  Detect Magic to see the aura.  Usable 1/day. 
  Point It Out 
  (CSco p088) 
  Mental 
  Spot: 
  8 ranks 
  As an Immediate Action, grant an ally within 30’ a +2 bonus & free Spot check to 
  see something  you have just seen with a Spot check. 
  Spot the Weak Point 
  (CSco p089) 
  Mental 
  Spot: 
  12 ranks 
  As a Standard Action, make a Spot check opposed by your foe’s AC.  If successful, 
  your first attack against that foe (within 1 round) is against its Touch AC.  Usable 
  with melee & ranged attacks within 30’. 
  Swift Concentration 
  (CSco p090) 
  Mental 
  Concentration: 12 ranks 
  As a Swift Action, you may maintain concentration on a spell, etc. (normally a 
  Standard Action). 
   
  Movement 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Acrobatic Backstab 
  (CSco p084) 
  Movement 
  Tumble: 
  12 ranks 
  When you make a Tumble check to move through someone’s square, you treat that 
  creature as being Flat-Footed against your next melee attack in the current round.  
  The target creature must be standing. 
  Back on Your Feet 
  (CSco p085) 
  Movement 
  Tumble: 
  12 ranks 
  You can stand from being Prone as an Immediate Action that does not provoke an 
  Attack of Opportunity. 
  Corner Perch 
  (CSco p085) 
  Movement 
  Climb: 
  8 ranks 
  When you successfully climb a chimney / corner (i.e., something where you can 
  brace both legs), you can stop your movement there until the end of your next turn.  
  During this time, your hands are free to wield weapons, cast spells, etc. 
  At the end of your next turn, you must make a Climb check vs. the original Climb 
  DC +5 to stay perched.  Otherwise you fall to the ground. 
  Dismount Attack 
  (CSco p086) 
  Movement 
  Ride: 
  5 ranks 
  If your mount has moved 10’ –and– you succeed on a Fast Dismount check, you may 
  make a Standard Action attack on an adjacent opponent as if you Charged. 
  Escape Attack 
  (CSco p086) 
  Movement 
  Escape Artist: 
  8 ranks 
  When you escape a grapple, you may make one Melee attack against your grappler 
  with a Light Weapon you have in hand.  This is a Swift Action. 
  Extreme Leap 
  (CSco p086) 
  Movement 
  Jump: 
  5 ranks 
  After a successful horizontal Jump of at least 10’ during your turn, you may move an 
  additional 10’ as a Swift Action during the same turn. 
  Leaping Climber 
  (CSco p087) 
  Movement 
  Climb: 
  5 ranks 
  Jump: 
  5 ranks 
  As a Swift Action, make a Running Vertical Jump (even if you don’t have the 
  distance to run) check before a Climb check.  If successful, you start your Climb the 
  vertical distance of the Jump check off the ground. 
  Nimble Charge 
  (CSco p087) 
  Movement 
  Balance: 
  5 ranks 
  You can Run or Charge across a Difficult Surface without needing to make a 
  Balance check. 
  Nimble Stand 
  (CSco p088) 
  Movement 
  Tumble: 
  8 ranks 
  You may stand from being Prone without generating an Attack of Opportunity. 
  Quick Swimmer 
  (CSco p088) 
  Movement 
  Swim: 
  5 ranks 
  If your Swim check allows you to swim at least 10’, add +10’ to your movement. 
  Slipping Past 
  (CSco p089) 
  Movement 
  Escape Artist: 
  5 ranks 
  Tumble: 
  5 ranks 
  As a Swift Action, you may ignore the movement cost & penalty on attack rolls & 
  AC when squeezing through a Narrow Space until the start of your next turn. 
  Speedy Ascent 
  (CSco p089) 
  Movement 
  Climb: 
  5 ranks 
  If your Climb check allows you to climb at least 10’, add +10’ to your movement. 
  Tumbling Crawl 
  (CSco p090) 
  Movement 
  Tumble: 
  5 ranks 
  As a Move Action, make a Tumble check vs. DC 15 to be able to crawl 5’ without 
  generating an Attack-of-Opportunity. 
  Twisted Charge 
  (CSco p090) 
  Movement 
  Balance: 
  5 ranks 
  Tumble: 
  5 ranks 
  As part of a Charge, you may turn up to 90’ once, though this limits the charge to 
  your movement (instead of 2x movement as usual). 
  Up the Hill 
  (CSco p090) 
  Movement 
  Balance: 
  5 ranks 
  Jump: 
   5 ranks 
  For 1 round, move up stairs or a steep slope at normal movement (instead of ½ 
  movement). 
  Walk the Walls 
  (CSco p090) 
  Movement 
  Climb: 
  12 ranks 
  Tumble: 
  5 ranks 
  As long as you start & end your movement on a horizontal surface, you may move 
  vertically 5’ per 20’ of normal movement.  This does not require a Climb check. 
  Wall Jumper 
  (CSco p090) 
  Movement 
  Climb: 
  5 ranks 
  Jump: 
  5 ranks 
  If you successfully climbed up or down a wall in the current or previous turn, you 
  may make a horizontal Jump check as if you had a ‘running start’. 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill Tricks 
   
  Page 86 
  Sorted by Prerequisite 
   
  Appraise 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Magical Appraisal 
  (CSco p087) 
  Mental 
  Appraise: 
  5 ranks 
  Know (arcana): 
  5 ranks 
  Spellcraft: 
  12 ranks 
  If you make a Spellcraft check to identify an object’s magical aura by 5 or more, you 
  can spend 1 minute to learn the object’s powers (as per Identify).  Still requires 
  Detect Magic to see the aura.  Usable 1/day. 
   
   
  Balance 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Nimble Charge 
  (CSco p087) 
  Movement 
  Balance: 
  5 ranks 
  You can Run or Charge across a Difficult Surface without needing to make a 
  Balance check. 
  Twisted Charge 
  (CSco p090) 
  Movement 
  Balance: 
  5 ranks 
  Tumble: 
  5 ranks 
  As part of a Charge, you may turn up to 90’ once, though this limits the charge to 
  your movement (instead of 2x movement as usual). 
  Up the Hill 
  (CSco p090) 
  Movement 
  Balance: 
  5 ranks 
  Jump: 
   5 ranks 
  For 1 round, move up stairs or a steep slope at normal movement (instead of ½ 
  movement). 
   
   
  Bluff 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Distracting Taunt 
  (DR357 p087) 
  Interaction 
  Bluff: 
  8 ranks 
  Spellcraft: 
  8 ranks 
  As an Attack of Opportunity or a Readied Action, you may attempt to disrupt a 
  spellcaster within 20’.  The spellcaster must make a Concentration check vs.  
  DC (10 + your Bluff modifier + spell level) to cast the spell. 
  False Theurgy 
  (CSco p086) 
  Manipulation 
  Bluff –or– Sleight of 
  Hand: 
  8 ranks 
  Spellcraft: 
  8 ranks 
  As a Swift Action, you may disguise the Verbal & Somatic Components of a spell 
  you are casting to make it seem to be a different spell of the same level.  
  Group Fake-Out 
  (CSco p087) 
  Interaction 
  Bluff: 
  8 ranks 
  When you Feint in Combat, you may attempt to deprive more than one foe of their 
  Dexterity bonus.  Your part of the opposed check has a –2 penalty per foe after the 
  first. 
  Second Impression 
  (CSco p088) 
  Interaction 
  Bluff: 
  5 ranks 
  Disguise: 
  5 ranks 
  If an observer sees through your Disguise with a Spot check, you may make a Bluff 
  check to convince him/her that he/she is mistaken.  You must know that the 
  observer saw through your disguise (typically by his/her reaction) & be within 30’.  
  Usable 1/day. 
  Social Recovery 
  (CSco p089) 
  Interaction 
  Bluff: 
  8 ranks 
  Diplomacy: 
  5 ranks 
  If you fail a Diplomacy check to change an NPC’s attitude, you may make a Bluff 
  check at –10 as a Full-Round Action to attempt to change the NPC’s attitude again.  
  If successful, you may only improve the target’s attitude one category.  Usable 
  1/day against a given target. 
  Timely Misdirection 
  (CSco p090) 
  Interaction 
  Bluff: 
  8 ranks 
  If you successfully Feint in Combat, your opponent may not make any Attack-of-
  Opportunity against you until the start of your next turn. 
   
   
  Climb 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Corner Perch 
  (CSco p085) 
  Movement 
  Climb: 
  8 ranks 
  When you successfully climb a chimney / corner (i.e., something where you can 
  brace both legs), you can stop your movement there until the end of your next turn.  
  During this time, your hands are free to wield weapons, cast spells, etc. 
  At the end of your next turn, you must make a Climb check vs. the original Climb 
  DC +5 to stay perched.  Otherwise you fall to the ground. 
  Leaping Climber 
  (CSco p087) 
  Movement 
  Climb: 
  5 ranks 
  Jump: 
  5 ranks 
  As a Swift Action, make a Running Vertical Jump (even if you don’t have the 
  distance to run) check before a Climb check.  If successful, you start your Climb the 
  vertical distance of the Jump check off the ground. 
  Speedy Ascent 
  (CSco p089) 
  Movement 
  Climb: 
  5 ranks 
  If your Climb check allows you to climb at least 10’, add +10’ to your movement. 
  Walk the Walls 
  (CSco p090) 
  Movement 
  Climb: 
  12 ranks 
  Tumble: 
  5 ranks 
  As long as you start & end your movement on a horizontal surface, you may move 
  vertically 5’ per 20’ of normal movement.  This does not require a Climb check. 
  Wall Jumper 
  (CSco p090) 
  Movement 
  Climb: 
  5 ranks 
  Jump: 
  5 ranks 
  If you successfully climbed up or down a wall in the current or previous turn, you 
  may make a horizontal Jump check as if you had a ‘running start’. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill Tricks 
   
  Page 87 
  Skill Tricks (continued) 
   
   
  Concentration 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Conceal Spellcasting 
  (CSco p085) 
  Manipulation 
  Concentration: 
  1  rank 
  Sleight of Hand: 5 ranks 
  Spellcraft: 
  1 rank 
  You can keep viewers from realizing that you are casting a spell by making an 
  Opposed Sleight of Hand vs. Spot check.  Opponents who fail the check do not gain 
  an Attack of Opportunity or attempt to Counter your spell. 
  Ecstatic Fervor 
  (DR357 p087) 
  Mental 
  Concentration: 
  8 ranks 
  If you take damage while casting or maintaining a spell, only half the damage applies 
  to DC of the Concentration check.  In the case of continuous damage, only one-
  quarter applies. 
  Swift Concentration 
  (CSco p090) 
  Mental 
  Concentration: 12 ranks 
  As a Swift Action, you may maintain concentration on a spell, etc. (normally a 
  Standard Action). 
   
   
  Diplomacy 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Insightful Improvisation 
  (DR357 p087) 
  Interaction 
  Diplomacy: 
  2 ranks 
  Gather Info.: 
  5 ranks 
  Perform: 
  5 ranks 
  You may use a Perform check in place of a Gather Information check, though the 
  check receives a –5 penalty.  Usable 1/day. 
  Rhetorical Flourish 
  (DR357 p087) 
  Interaction 
  Diplomacy: 
  8 ranks 
  You can perform a rushed Diplomacy check as a Full Round action with only a  
  –5 penalty (instead of the normal –10). 
  Social Recovery 
  (CSco p089) 
  Interaction 
  Bluff: 
  8 ranks 
  Diplomacy: 
  5 ranks 
  If you fail a Diplomacy check to change an NPC’s attitude, you may make a Bluff 
  check at –10 as a Full-Round Action to attempt to change the NPC’s attitude again.  
  If successful, you may only improve the target’s attitude one category.  Usable 
  1/day against a given target. 
   
   
  Disguise 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Assume Quirk 
  (CSco p085)  
  Interaction 
  Disguise: 
  5 ranks 
  While impersonating a specific individual, you can eliminate the standard familiarity 
  bonus from a creature’s Spot check to determine if you are wearing a disguise.  
  Usable 1 hour per day. 
  Second Impression 
  (CSco p088) 
  Interaction 
  Bluff: 
  5 ranks 
  Disguise: 
  5 ranks 
  If an observer sees through your Disguise with a Spot check, you may make a Bluff 
  check to convince him/her that he/she is mistaken.  You must know that the 
  observer saw through your disguise (typically by his/her reaction) & be within 30’.  
  Usable 1/day. 
   
   
  Disable Device 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Clever Improviser 
  (CSco p085) 
  Manipulation 
  Disable Device: 5 ranks 
  Open Lock: 
  5 ranks 
  You can make Disable Device and/or Open Lock checks without Thieves’ Tools and 
  not take the standard –2 penalty.  If you fail one of these checks, you cannot use this 
  ability again until you have rested 8 hours. 
   
   
  Escape Artist  
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Easy Escape 
  (CSco p086) 
  Manipulation 
  Escape Artist: 
  8 ranks 
  up to Medium size 
  Receive an Circumstance bonus on Escape Artist checks to escape a Grapple or a Pin 
  if your grappler is Large size or greater: 
    
  Size 
  Bonus 
  Size 
  Bonus 
    
  Large 
  +4 
  Gargantuan +12 
    
  Huge 
  +8 
  Colossal 
  +16 
  Escape Attack 
  (CSco p086) 
  Movement 
  Escape Artist: 
  8 ranks 
  When you escape a grapple, you may make one Melee attack against your grappler 
  with a Light Weapon you have in hand.  This is a Swift Action. 
  Quick Escape 
  (CSco p088) 
  Manipulation 
  Escape Artist: 
  12 ranks 
  You may do each of the following once per encounter: 
  1.  As a Swift Action, you may attempt an Escape Artist check to escape a 
  Grapple or a Pin, even if you have already tried using a Standard Action to do 
  the same. 
  2.  As a Move Action, you may attempt an Escape Artist check that normally is a 
  Full-Round Action. 
  Slipping Past 
  (CSco p089) 
  Movement 
  Escape Artist: 
  5 ranks 
  Tumble: 
  5 ranks 
  As a Swift Action, you may ignore the movement cost & penalty on attack rolls & 
  AC when squeezing through a Narrow Space until the start of your next turn. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill Tricks 
   
  Page 88 
  Skill Tricks (continued) 
   
   
  Gather Information  
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Insightful Improvisation 
  (DR357 p087) 
  Interaction 
  Diplomacy: 
  2 ranks 
  Gather Info.: 
  5 ranks 
  Perform: 
  5 ranks 
  You may use a Perform check in place of a Gather Information check, though the 
  check receives a –5 penalty.  Usable 1/day. 
   
   
  Heal  
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Critical Observation 
  (DR357 p087) 
  Manipulation 
  Heal: 
  8 ranks 
  Feat:  Improved Critical 
  When making the roll to confirm a Threatened Critical, you may make a Heal check 
  with a –10 penalty vs. the target’s AC.  Usable 1/day. 
  Healing Hands 
  (CSco p087) 
  Manipulation 
  Heal: 
  5 ranks 
  On a successful Stabilization check, you also heal the subject 1d6 hit-points. 
   
   
  Hide 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Shrouded Dance 
  (CSco p089) 
  Manipulation 
  Hide: 
  8 ranks 
  Perform (dance): 5 ranks 
  As a Move Action, make a Hide check vs. DC 20 to Concealment until the start of 
  your next turn. 
   
   
  Intimidate 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Never Outnumbered 
  (CSco p087) 
  Interaction 
  Intimidate: 
  8 ranks 
  When you make an Intimidate check to Demoralize an Opponent, all foes within 10’ 
  must attempt to resist (instead of just one). 
   
   
  Jump 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Extreme Leap 
  (CSco p086) 
  Movement 
  Jump: 
  5 ranks 
  After a successful horizontal Jump of at least 10’ during your turn, you may move an 
  additional 10’ as a Swift Action during the same turn. 
  Leaping Climber 
  (CSco p087) 
  Movement 
  Climb: 
  5 ranks 
  Jump: 
  5 ranks 
  As a Swift Action, make a Running Vertical Jump (even if you don’t have the 
  distance to run) check before a Climb check.  If successful, you start your Climb the 
  vertical distance of the Jump check off the ground. 
  Up the Hill 
  (CSco p090) 
  Movement 
  Balance: 
  5 ranks 
  Jump: 
   5 ranks 
  For 1 round, move up stairs or a steep slope at normal movement (instead of ½ 
  movement). 
  Wall Jumper 
  (CSco p090) 
  Movement 
  Climb: 
  5 ranks 
  Jump: 
  5 ranks 
  If you successfully climbed up or down a wall in the current or previous turn, you 
  may make a horizontal Jump check as if you had a ‘running start’. 
   
   
  Knowledge 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Collector of Stories 
  (CSco p085) 
  Mental 
  Know (any): 
  5 ranks 
  Receive a +5 Competence bonus on trained Knowledge check to remember the 
  special ability / vulnerability of a creature. 
  Magical Appraisal 
  (CSco p087) 
  Mental 
  Appraise: 
  5 ranks 
  Know (arcana): 
  5 ranks 
  Spellcraft: 
  12 ranks 
  If you make a Spellcraft check to identify an object’s magical aura by 5 or more, you 
  can spend 1 minute to learn the object’s powers (as per Identify).  Still requires 
  Detect Magic to see the aura.  Usable 1/day. 
   
   
  Listen 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Listen to This 
  (CSco p087) 
  Mental 
  Listen: 
  5 ranks 
  On a successful Listen check, you can remember what you heard so well that you can 
  replay it to others with enough accuracy that they can translate the language, 
  identify the animal, etc.  After 1 hour, the accuracy is lost. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill Tricks 
   
  Page 89 
  Skill Tricks (continued) 
   
   
  Open Lock 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Clever Improviser 
  (CSco p085) 
  Manipulation 
  Disable Device: 5 ranks 
  Open Lock: 
  5 ranks 
  You can make Disable Device and/or Open Lock checks without Thieves’ Tools and 
  not take the standard –2 penalty.  If you fail one of these checks, you cannot use this 
  ability again until you have rested 8 hours. 
  Opening Tap 
  (CSco p088) 
  Manipulation 
  Open Lock: 
  12 ranks 
  As a Swift Action, you may attempt an Open Lock check with a –10 penalty using 
  something hard to knock open the lock.  If you fail this check, you may not use this 
  Trick again until you have rested for 8 hours. 
   
   
  Perform 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Insightful Improvisation 
  (DR357 p087) 
  Interaction 
  Diplomacy: 
  2 ranks 
  Gather Info.: 
  5 ranks 
  Perform: 
  5 ranks 
  You may use a Perform check in place of a Gather Information check, though the 
  check receives a –5 penalty.  Usable 1/day. 
  Shrouded Dance 
  (CSco p089) 
  Manipulation 
  Hide: 
  8 ranks 
  Perform (dance): 5 ranks 
  As a Move Action, make a Hide check vs. DC 20 to Concealment until the start of 
  your next turn. 
   
   
  Ride 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Dismount Attack 
  (CSco p086) 
  Movement 
  Ride: 
  5 ranks 
  If your mount has moved 10’ –and– you succeed on a Fast Dismount check, you may 
  make a Standard Action attack on an adjacent opponent as if you Charged. 
   
   
  Sleight of Hand 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Conceal Spellcasting 
  (CSco p085) 
  Manipulation 
  Concentration: 
  1  rank 
  Sleight of Hand: 5 ranks 
  Spellcraft: 
  1 rank 
  You can keep viewers from realizing that you are casting a spell by making an 
  Opposed Sleight of Hand vs. Spot check.  Opponents who fail the check do not gain 
  an Attack of Opportunity or attempt to Counter your spell. 
  False Theurgy 
  (CSco p086) 
  Manipulation 
  Bluff –or– Sleight of 
  Hand: 
  8 ranks 
  Spellcraft: 
  8 ranks 
  As a Swift Action, you may disguise the Verbal & Somatic Components of a spell 
  you are casting to make it seem to be a different spell of the same level.  
  Hidden Blade 
  (CSco p087) 
  Manipulation 
  Sleight of Hand: 5 ranks 
  Feat:  Quick Draw 
  You may draw a successfully concealed weapon as a Move Action (normally 
  drawing a concealed weapon is a Standard Action).  If you immediately attack a foe 
  who was not aware of the weapon, he/she is considered Flat-Footed to your attack. 
  Mosquito’s Bite 
  (CSco p087) 
  Manipulation 
  Sleight of Hand: 12 ranks 
  When a Flat-Footed foe is damaged by your Light weapon, you have the option of 
  the foe not noticing the wound until the start of your next turn.   
  Sudden Draw 
  (CSco p089) 
  Manipulation 
  Sleight of Hand: 8 ranks 
  Feat: Quick Draw 
  As an Immediate Action, you may draw a concealed weapon to make a Flat-Footed 
  attack on a foe who has just generated an Attack-of-Opportunity. 
   
   
  Spellcraft 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Conceal Spellcasting 
  (CSco p085) 
  Manipulation 
  Concentration: 
  1  rank 
  Sleight of Hand: 5 ranks 
  Spellcraft: 
  1 rank 
  You can keep viewers from realizing that you are casting a spell by making an 
  Opposed Sleight of Hand vs. Spot check.  Opponents who fail the check do not gain 
  an Attack of Opportunity or attempt to Counter your spell. 
  Distracting Taunt 
  (DR357 p087) 
  Interaction 
  Bluff: 
  8 ranks 
  Spellcraft: 
  8 ranks 
  As an Attack of Opportunity or a Readied Action, you may attempt to disrupt a 
  spellcaster within 20’.  The spellcaster must make a Concentration check vs.  
  DC (10 + your Bluff modifier + spell level) to cast the spell. 
  False Theurgy 
  (CSco p086) 
  Manipulation 
  Bluff –or– Sleight of 
  Hand: 
  8 ranks 
  Spellcraft: 
  8 ranks 
  As a Swift Action, you may disguise the Verbal & Somatic Components of a spell 
  you are casting to make it seem to be a different spell of the same level.  
  Magical Appraisal 
  (CSco p087) 
  Mental 
  Appraise: 
  5 ranks 
  Know (arcana): 
  5 ranks 
  Spellcraft: 
  12 ranks 
  If you make a Spellcraft check to identify an object’s magical aura by 5 or more, you 
  can spend 1 minute to learn the object’s powers (as per Identify).  Still requires 
  Detect Magic to see the aura.  Usable 1/day. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Skill Tricks 
   
  Page 90 
  Skill Tricks (continued) 
   
   
  Spot 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Clarity of Vision 
  (CSco p085) 
  Mental 
  Spot: 
  12 ranks 
  As a Swift Action, you can Pinpoint an Invisible creature for your Turn by making a 
  Spot check vs. DC 20. 
  Spot the Weak Point 
  (CSco p089) 
  Mental 
  Spot: 
  12 ranks 
  As a Standard Action, make a Spot check opposed by your foe’s AC.  If successful, 
  your first attack against that foe (within 1 round) is against its Touch AC.  Usable 
  with melee & ranged attacks within 30’. 
  Point It Out 
  (CSco p088) 
  Mental 
  Spot: 
  8 ranks 
  As an Immediate Action, grant an ally within 30’ a +2 bonus & free Spot check to 
  see something  you have just seen with a Spot check. 
   
   
  Swim 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Quick Swimmer 
  (CSco p088) 
  Movement 
  Swim: 
  5 ranks 
  If your Swim check allows you to swim at least 10’, add +10’ to your movement. 
   
   
  Tumble  
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Acrobatic Backstab 
  (CSco p084) 
  Movement 
  Tumble: 
  12 ranks 
  When you make a Tumble check to move through someone’s square, you treat that 
  creature as being Flat-Footed against your next melee attack in the current round.  
  The target creature must be standing. 
  Back on Your Feet 
  (CSco p085) 
  Movement 
  Tumble: 
  12 ranks 
  You can stand from being Prone as an Immediate Action that does not provoke an 
  Attack of Opportunity. 
  Nimble Stand 
  (CSco p088) 
  Movement 
  Tumble: 
  8 ranks 
  You may stand from being Prone without generating an Attack of Opportunity. 
  Slipping Past 
  (CSco p089) 
  Movement 
  Escape Artist: 
  5 ranks 
  Tumble: 
  5 ranks 
  As a Swift Action, you may ignore the movement cost & penalty on attack rolls & 
  AC when squeezing through a Narrow Space until the start of your next turn. 
  Tumbling Crawl 
  (CSco p090) 
  Movement 
  Tumble: 
  5 ranks 
  As a Move Action, make a Tumble check vs. DC 15 to be able to crawl 5’ without 
  generating an Attack-of-Opportunity. 
  Twisted Charge 
  (CSco p090) 
  Movement 
  Balance: 
  5 ranks 
  Tumble: 
  5 ranks 
  As part of a Charge, you may turn up to 90’ once, though this limits the charge to 
  your movement (instead of 2x movement as usual). 
  Walk the Walls 
  (CSco p090) 
  Movement 
  Climb: 
  12 ranks 
  Tumble: 
  5 ranks 
  As long as you start & end your movement on a horizontal surface, you may move 
  vertically 5’ per 20’ of normal movement.  This does not require a Climb check. 
   
   
  Use Rope 
   
  Skill Tricks 
  Reference 
  Type 
  Prerequisite 
  Benefit 
  Whip Climber 
  (CSco p090) 
  Manipulation 
  Use Rope: 
  5 ranks 
  Feat:  Exotic Weapon 
  Proficiency (whip) 
  As a Move Action, you may make a ‘Secure a Grappling Hook’ check (see page 75) 
  using your Whip.  If successful, treat your Whip as a rope for purposes of making 
  Climb checks. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Appendix 
   
  Page 91 
  Appendix 
   
  Revision History 
   
  June 29, 2004 
  – Initial. 
   
   
  Absorbed the ‘Skills’ section of the deprecated ‘Basic Index’. 
   
   
  Added Complete Warrior and the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – #313. 
  April 1, 2005 
  – Not much. 
  September 7, 2005 
  – Rebuilt the Skill section of the index from the original sources. 
   
   
  Added Complete Adventurer. 
   
   
  Added Dragon #330 – #335. 
  December 9, 2005 
  – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark 
   
   
  Added Sharn : City of Towers. 
   
   
  Added Book of Vile Darkness. 
   
   
  Added Dragon #336 – #338. 
  April 14, 2006 
  – Added Races of the Dragon. 
   
   
  Added Dragon #339 – #343. 
   
   
  Added Dungeon #104 – #134. 
  October 1, 2007 
  – Added Dragon #315 – #323, #344 – #359. 
   
   
  Added Dungeon #135 – #150. 
   
   
  Added Stormwrack, Player’s Handbook 2, Heroes of Battle, Complete Scoundrel. 
   
   
  Key to Sourcebooks 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  PH2 
  – 
  Player’s Handbook 2 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  DMG2 
  – 
  Dungeon Master’s Guide 2 
  MM 
  – 
  Monster Manual v.3.5 
  MM2 
  – 
  Monster Manual II 
  MM3 
  – 
  Monster Manual III 
  MM4 
  – 
  Monster Manual IV 
  MM5 
  – 
  Monster Manual V 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
  CAdv 
  – 
  Complete Adventurer 
  CSco 
  – 
  Complete Scoundrel 
   
   
   
  RoS 
  – 
  Races of Stone 
  RoD 
  – 
  Races of Destiny 
  RotW 
  – 
  Races of the Wild 
  RoE 
  – 
  Races of Eberron 
  RotD 
  – 
  Races of the Dragon 
   
   
   
  Dcn 
  – 
  Draconomicon 
  LM 
  – 
  Libris Mortis 
  LoM 
  – 
  Lords of Madness 
  HotA 
  – 
  Fiendish Codex 1:  Hoards of the Abyss 
  Tot9H 
  – 
  Fiendish Codex 2:  Tyrants of the 9 Hells 
  Drow 
  – 
  Drow of the Underdark 
  BoED 
  – 
  Book of Exalted Deeds 
  FF 
  – 
  Fiend Folio 
  UA 
  – 
  Unearthed Arcana 
  HoB 
  – 
  Heroes of Battle 
   
   
   
  Frost 
  – 
  Frostburn 
  Storm 
  – 
  Stormwrack 
  Sand 
  – 
  Sandstorm 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
  PGE 
  – 
  Player’s Guide to Eberron 
  FoE 
  – 
  Faiths of Eberron 
  RoE 
  – 
  Races of Eberron 
  SoX 
  – 
  Secrets of Xen’drik 
  5Nat 
  – 
  Five Nations 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number)  
  (e.g., DR343 is Dragon Magazine #343) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  MM3Errata 
  – 
  Monster Manual III Errata 
  – 
  http://www.wizards.com/dnd/files/MM3_Errata07122006.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  CArcErrata 
  – 
  Complete Arcane Errata 
  – 
  http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip  
  CAdvErrata 
  – 
  Complete Adventurer Errata 
  – 
  http://www.wizards.com/dnd/files/CompleteAdventurer_Errata08022005.zip 
  DR334Errata 
  – 
  Dragon 344 Errata 
  – 
  http://paizo.com/dragonissues/344/DR344_Supplement.pdf 
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
  wCity1 
  – 
  Cityscape Web Enhancement #1 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20070228a 
  wCity3 
  – 
  Cityscape Web Enhancement #3 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20070314a 
  wRotD1 
  – 
  Races of the Dragon Web Enhancement #1 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20060127a 
  wRotD2 
  – 
  Races of the Dragon Web Enhancement #2 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20060420a 
  wLivingSpell1 – 
  WotC Living Spells, part 1 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20060918a 
  
  Dungeons & Dragons 3.5 Edition Index – Skills & Actions  
   
  October 1, 2007 
   
   
  Appendix 
   
  Page 92 
  wLivingSpell2 – 
  WotC Living Spells, part 2 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20061002a 
  wLivingSpell3 – 
  WotC Living Spells, part 3 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20061026a 
  wLivingSpell4 – 
  WotC Living Spells, part 4 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20070115a 
  wWarforged 
  – 
  Dragonshards – The Warforged 
  – 
  http://www.wizards.com/default.asp?x=dnd/ebds/20050627a 
  wWaterdeep 
  – 
  Waterdeep Web Enhancement 
  – 
  http://www.wizards.com/dnd/files/Noble_House.zip 
  wTot9H 
  – 
  Tyrants of the 9 Hell’s Web Enhancement 
  – 
  http://www.wizards.com/dnd/files/WE_FC2.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Indexes/DnD3.5Index-Skills_Actions.pdf