Introduction to Modifications

The following are changes we will be making to existing skills in Pathfinder. Please note that unless otherwise noted, skills remain as defined in Pathfinder. What is listed here as the modificaitons/additions to existing Pathfinder. If a skill is not listed, it remains as is from baseline Pathfinder.

General rule – Max skill DC’s are capped out at 25. This means that nothing will ever require a skill check over a DC25. However to prevent impossible skills from being routine, the max skill points you can put into one skill is capped at 10 ranks.


In a world where magic is hard to identify, the current use of Pathfinder’s detect magic spell does not work. Using it as defined would cause the adventure to lose its fun as it would be impossible to hide magic. As such, detect magic and identify are not available spells in this adventure. To identify magic items in this adventure, you will have to identify the rune that powers each item. Recogizing these runes are the domain of the Appraise skill

Appraise Rune

Items are empowered through the use of runes that are placed on the item. The location of the rune can be hidden or diguised on the item. Appriasing the rune requires knowledge of the rune from some previous research. In order to use this skill ability, you must have skill ranks sufficient to understand the rune. Therefore there are some items that are just not appraisable.

Craft (any)

Create Rune

Placing a rune onto an item is a skill and like all skill gets better with use. Using crafting, it is possible to take a rune and engrave a copy of that rune onto an item. Doing so can therefore cause an orinary item to become magical. However the rune in of itself is not magical and therefore knowledge of the magical arts does not help in identifying the rune in any way. The DC for creating a rune is based on the qauality of the item the rune is being placed upon, the amount of visible cues that can be astertained (ie viewing a currently active rune vs creating the rune from memry) as well as the basic difficulity of the rune itself.


In a world where carrying magic items is outlawed, there will come times when hiding those magic items will be critical. Doing so will be handled under the disguise skill.

Disguise Item

You hide an item your person, making it appear as some ornament or other harmless keepsake. You may spend 10 minutes disguesinging an item. Anyone actively attempting to discern the item’s abilties must make a Perception check opposed by your Disguise check to discern the items true abilities. They gain no special bonus on this check because you have physically modified the item in order to disguise it.

Handle Animal

Manipulate Beast

Your knowledge of animals, vermin, and magical beasts allows you to alter their emotions in combat. For example, you might bat at a wolf’s head to get its attention and compel it to attack you instead of another target, or you could so enrage a basilisk that its attacks become frenzied and clumsy. Only magical beasts with an Intelligence of 7 or less are affected by this skill use. You may make a Handle Animal check against an animal or vermin as a move action. The DC of this check is 10+ the creature’s Hit Dice + its Wisdom modifier. If your check succeeds, you may cause one of the following behaviors:

• Anger: The target creature focuses all its attacks on you. It moves toward you if possible, but it does not provoke attacks of opportunity to reach you. If it cannot reach you, it fights as normal. This effect lasts 1d6 rounds.

• Calm: If the creature was not trained to fight, not set to guard an area, or not otherwise taught by a master, you can attempt to calm it. If the creature and other members of its pack or other allies are not subjected to an attack, spell, or other hostile act for 1 full round, it stops fighting. It resumes hostilities if anyone makes an aggressive move toward it.

• Rage: The creature thrashes in rage, biting and snapping at its enemies. It suffers a –2 morale penalty on its next attack roll.

Failure results in you provoking an attack of opportunity from the creature and you cannot try again against the same target for 24 hours.



With meaningless fast-talk you can converse your way out of a problem you talked yourself into without lying or being deceitful. The use of blather happens after you have just failed a Diplomacy check. If you have failed that Diplomacy check by 5 or more, the character’s attitude toward you is decreased by one step. Normally, you cannot use Diplomacy to influence a given creature’s attitude more than once in a 24-hour period. If a request is refused, normally the result does not change with additional checks, although other requests might be made.

However, if your Diplomacy check to influence an NPC’s attitude or a request failed, you can spend another fullround action talking to the NPC, and then use blather to make a Bluff check with a +10 circumstance bonus to the Diplomacy DC (or to your opponent’s original opposed Diplomacy roll). A success on this Bluff check results in the NPC forgetting or ignoring your social failure or poor request, and then you are permitted to try again with your Diplomacy skill just as though the required 24 hours had passed.

If, after your failed Diplomacy check, you also fail on your blather use of Bluff, and you fail by 5 or more, you deeply insult your target. If it was an attempt to influence a given creature’s attitude, you make the character’s attitude worsen by yet another step (so, two steps total since you failed by 5 or more on the initial Diplomacy check), and if it was a request, you cannot make any other requests of the target for 24 hours. Once you attempt this skill use (successfully or not), you cannot use it against the same target again for 24 hours.



When preparing to treat someone, you can examine her wounds or condition and determine several facts about the poison, disease, or condition affecting her. If a detrimental condition or effect had a saving throw you may attempt to diagnose it as a full-round action. At the start of your next turn the GM makes a secret Heal check for you with a DC equal to or exceeding the DC of the spell or effect that caused the detrimental condition. On a successful check, you determine the nature of the problem, the future effects, the amount of potential harm or hindrance it will cause (for example how much ability damage it will do), and its potential duration. Note that rare or exotic conditions or effects may have a higher DC, at the GM’s discretion. If your skill check is 10 or higher than the DC, the GM will suggest a potential cure for the condition. If your skill check is 10 or lower than the DC, you misdiagnose the patient’s problems. The GM provides you with incorrect information regarding the nature of the problem, the amount of potential harm/hindrance caused by the effect, and its potential duration. A successful diagnosis grants you a +2 competence bonus to subsequent attempts to aid the victim. A misdiagnosis causes a –10 competence penalty to such skill checks


NonVerbal Language

When trying to communicate with someone with whom you do not share a common language, you can watch his body language, listen for changes in his tone of voice, and use other subtle clues to determine the gist of what he is trying to say. Asuccessful Linguistics check allows you to pick up the gist of a conversation carried on in a foreign language. You must be able to see and hear the creature you wish to use this skill on. The level of comprehension is determined by the result of the skill check:

DC Level of Comprehension
10 You can sense the general emotional tone of the creature. Example: This goblin is nervous about something.
15 You have a general sense of what the creature is talking about. Example: This goblin is
nervous about the well water.
20 You pick up half the specific details about what a creature wants. Example: This goblin thinks the well water is poisoned.
25 You fully comprehend what a creature is trying to communicate. Example: This goblin is trying

Sense Motive


The ability to trust instincts about people, places and things. The gut feeling that lets a character know that something is amiss. This would be for things that can not be sensed using one of the senses (those would be percetion rolls). These would be that sense that something is amiss.

Read Foe

You pause to study your opponent, reading her stance, watching how she sets her feet, and interpreting her mood. Using this information, you learn to predict and counter her moves. As a move action, you may make a Sense Motive check with a DC equal to her Combat Maneuver Defense. If your check succeeds, you learn to read your opponent’s reactions. You gain a +1 insight bonus on attack rolls and combat maneuvers against her and a +1 insight bonus to Armor Class against her attacks until the end of the encounter. Failure results in you provoking an attack of opportunity from the target and you cannot try again against the same target for 24 hours.


Determine Aptitude

Observing an opponent cast a spell or use a spell-like ability in action, you can, as an immediate action, with a successful Spellcraft check, identify the opponent’s caster level and the highest spell level she can cast. The DC of this check is equal to 10 + her caster level + her relevant caster ability modifier.


Monster Lore

You have learned to read attacking monsters and from this are able to discern basic things about that monster. These would be educated guesses and would allow the players to guess at combat scores such as HP, AC and attack values. The DC for this varies but it is roughly 10 + Monster Challange Rating + Monster Will Save.

Terrain Tactics

Your knowledge of the environment allows you to turn your surroundings to your advantage. You might pick out just the right spot in a snowbank where you can find a steady position while your foes flail through the snow. When fighting in any sort of terrain that restricts you and your opponent’s movement, you may make a Survival check with the DC equal to your opponent’s Combat Maneuver Defense as a move action. This single opponent must be in your threatened area. If your check succeeds, you can opt for one of several effects:

• Hindering Terrain: You can confer a –1 circumstance penalty on attacks, Armor Class, and Combat Maneuver Defense upon your opponent as long as she is in the difficult terrain. You kick snow at her, shift the stones on a gravel slope so that she loses her balance, and so forth.

• Tangle and Drop: You pull on a vine or rope to upset your opponent’s footing or hit her at just the right angle to disrupt her balance, causing her to fall prone in her current space.

• Terrain Injury: You send a hail of stones, thorns, or some other environmental debris at your opponent. She suffers 1d6 points of damage.
Failure results in your provoking an attack of opportunity from your opponent and you cannot try again against the same target for 24 hours.

Use Magic Devise


Runes must be empowered, whether to empower them for the first time or to restore them. This requires the character to ‘cleanse the taint’ from the rune, causing it to gain power. However an item can only be recharged so many times and it impossible to know if the rune charge simply failed or of the rune simply can not be recharged any more. The DC for this check is based on the number of times that item has been previously cleansed, the quality of the rune itself as well as the quality of the item the rune has been placed upon.


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