Perform DC |
Performance |
10 |
Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/day. |
15 |
Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day. |
20 |
Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation. |
25 |
Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation. |
30 |
Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings. |
Language |
Typical Speakers |
Alphabet |
Abyssal |
Demons, chaotic evil outsiders |
Infernal |
Aquan |
Water-based creatures |
Elven |
Auran |
Air-based creatures |
Draconic |
Celestial |
Good outsiders |
Celestial |
Common |
Humans, halflings, half-elves, half-orcs |
Common |
Draconic |
Kobolds, troglodytes, lizardfolk, dragons |
Draconic |
Druidic |
Druids (only) |
Druidic |
Dwarven |
Dwarves |
Dwarven |
Elven |
Elves |
Elven |
Giant |
Ogres, giants |
Dwarven |
Gnome |
Gnomes |
Dwarven |
Goblin |
Goblins, hobgoblins, bugbears |
Dwarven |
Gnoll |
Gnolls |
Common |
Halfling |
Halflings |
Common |
Ignan |
Fire-based creatures |
Draconic |
Infernal |
Devils, lawful evil outsiders |
Infernal |
Orc |
Orcs |
Dwarven |
Sylvan |
Dryads, brownies, leprechauns |
Elven |
Terran |
Xorns and other earth-based creatures |
Dwarven |
Undercommon |
Drow |
Elven |
Spellcraft DC |
Task |
13 |
When using read magic, identify a glyph of warding. No action required. |
15 + spell level |
Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) No action required. No retry. |
15 + spell level |
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). Requires 8 hours. |
15 + spell level |
Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required. |
15 + spell level |
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.) No action required. |
19 |
When using read magic, identify a symbol. No action required. |
20 + spell level |
Identify a spell that's already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry. |
20 + spell level |
Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry. |
20 + spell level |
Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action. |
25 + spell level |
After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry. |
25 |
Identify a potion. Requires 1 minute. No retry. |
20 |
Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result. |
30 or higher |
Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry. |
Survival DC |
Task |
10 |
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. |
15 |
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. |
Varies |
Follow tracks (see the Track feat). |