Checks

## Complex Skill Use

The following section provides general guidelines for using the complex skill check variant with each skill in the d20 game system.

#### Appraise

The Appraise skill seldom lends itself to complex skill checks. In rare cases, the game master might rule that a relic from a lost civilization or an extremely powerful magic item might require a complex skill check to appraise properly. In these cases, the DC and number of successes required should be determined by the game master specifically for the item in question.

Alternatively, if an item has a common value that is accepted in most of the campaign world but a drastically different value in one small portion of the setting, it might require one simple check to appraise the item's common value and a second, complex check (usually at a higher DC) to assess the item's worth in the specific area.

#### Balance

Since one Balance check covers movement over a short distance, using the skill does not lend itself to complex skill checks. Situations that call for multiple Balance checks always require multiple simple checks, not one complex check.

#### Bluff

Almost all uses of the Bluff skill require only a single roll to indicate whether or not you successfully fool an individual or a small group. However, in certain complicated social situations, a game master might want to speed the game along by requiring one complex Bluff check rather than many simple checks.

For example, one of the characters wants to spend several days in a noble's court trying to convince the people there that he and his adventuring companions are more capable than they really are. Rather than roleplay the many individual interactions, the game master decides to simulate this activity with a complex Bluff check. Because the nobles have heard little of the group's exploits, the game master sets the DC at 25 and requires that the player achieve five successful rolls before rolling three failures. Although this is a good simulation of the character interacting with a series of minor NPCs over several days, the game master still decides that interactions with a few individuals (the duke, his chancellor, and one renowned knight in the duke's service) are too important to incorporate into the complex check, and decides that the player should roleplay short encounters with each of the three and make separate, simple Bluff checks for each of them.

#### Climb

Because one Climb check covers movement over a short distance, using the skill does not lend itself to complex skill checks. Situations that call for multiple Climb checks always require multiple simple checks, not one complex check.

#### Concentration

Typical use of the Concentration skill never requires a complex skill check, but special circumstances might require complex checks as determined by the game master.

For example, the entrance to an enchanter's laboratory might be magically enhanced with mental barriers to entry and require a complex Concentration check to pass through.

Table: Complex Craft Checks
 10-14
 15-19
 20-24
 25 or higher

#### Craft

Normal use of the Craft skill in many ways resembles a complex skill check, though it penalizes the character on each failure (rather than only after three failures).

You can replace the standard Craft check rules with a complex Craft check. In that case, a single failed check doesn't ruin one third of the raw materials; instead, rolling three failures before achieving the requisite number of successes ruins one third of the raw materials, requiring the character to start over. Each check represents a single day (if the item's value is no more than 1 gp) or a full week (if the item's value is higher than 1 gp) of work.

#### Decipher Script

Complicated books, convoluted essays, or coded documents might require a complex Decipher Script check. When a character attempts to decipher an extremely long document, the game master can require one complex skill check rather than a simple skill check for each page. The DCs for complex checks follow the same guidelines that normal Decipher Script checks follow (DC 20 for simple messages, DC 25 for standard texts, and DC 30 or higher for intricate, exotic, or very old writing). Succeeding on the complex check requires that the character achieve one successful attempt for every ten pages of the manuscript before failing the check three times.

#### Diplomacy

Although typical use of the Diplomacy skill does not allow retries or lend itself to complex skill checks, a game master might choose to simulate an unusually long diplomatic session or interactions with multiple small groups for an extended period of time with one complex Diplomacy check.

For example, a character wants to convince a large and fractious group of merchants to suspend travel through a dangerous area for a short amount of time so that he and his companions can adventure in the area and confront the monsters there without exposing innocent travelers to danger. Instead of rolling thirty or more Diplomacy checks and roleplaying the reaction of each merchant in the group, the game master uses one complex skill check with a DC of 30 (representing the extreme difficulty of getting all the quarrelsome merchants to agree) that requires five successes before rolling three failures. The game master also might rule that because the tide of opinion can turn against the character very quickly in this case, each failed roil applies a cumulative 2 penalty to further rolls in the complex skill check.

Table: Complex Disable Device Checks
successes
additional success
 3 failures
 2 failures
 1 failure

#### Disable Device

Nearly any trap can be made to require a complex Disable Device check rather than a simple one. If the trap requires a large number of successes (six or more) or if the attempt is ruined by less than three failures, adjust the Challenge Rating of the trap up by 1 or 2 to reflect the greater difficulty of disarming the trap.

A trap that requires a complex skill check may have a higher cost and Challenge Rating than a trap of the same sort that only requires a simple check; see Table: Complex Disable Device Checks. See the standard rules for trap costs.

#### Disguise

Although typical use of the Disguise skill does not allow retries or lend itself to complex skill checks, game masters might require that the disguised character make a complex Disguise check in the same complicated social situations that require a complex Bluff, Diplomacy, or Intimidate check.

#### Escape Artist

Although normal use of the Escape Artist skill does not lend itself to complex skill checks, a few specific environmental situations might call for a complex Escape Artist check. The most obvious of these and by far the most common is a long, extremely narrow passage that is only wide enough to let a character wiggle through. In this case, each successful roll made in the complex check represents navigating a portion of the passage, and a failed complex check means the character is stuck somewhere within the passage.

#### Forgery

As with Disguise, this skill rarely lends itself to complex checks, but in unusual situations where a forged document must go through the hands of several individuals, the game master might substitute a complex check for a simple Forgery check.

#### Gather Information

Typically, the Gather Information skill allows characters to get a general impression of major news items in a city or to find the answer to a specific question or information about a specific rumor. As long as the character has only a few questions or rumors to follow up on, a simple skill check should be used. In situations where the characters have half a dozen or more leads and questions to follow, the game master might want to use one complex skill check to resolve the information-gathering attempts. In this case, the number of successes required equals the number of questions or leads pursued, and the game master determines the number of failures that ruin the complex check.

In a complex Gather information check, each die roll represents 2 hours spent pursuing each individual question or lead.

#### Handle Animal

Complex skill checks work well with the extended training times that some uses of the Handle Animal skill require. When an animal is trained for a general purpose such as combat riding or hunting, it requires several weeks of work and one simple Handle Animal check under the normal rules. With the complex skill checks variant, this use of the skill always involves a complex skill check, with each die roll representing one week of training time. Rolling three failed results during the complex check means that the entire attempt fails and that training must begin again.

#### Heal

Although normal use of the Heal skill does not lend itself to complex skill checks, game masters are free to require complex skill checks to treat particularly virulent strains of a disease or especially effective mixes of certain poisons.

#### Hide

Normal use of the Hide skill does not lend itself to complex skill checks. In certain unusual situations, a game master might use a complex skill check to simulate navigating an intricate environment such as an urban area while remaining unnoticed (this might mean blending in rather than remaining entirely out of sight in particularly crowded areas). For example, if a character wants to move from one place to another within a large city without being seen by members of the city watch, the game master might use a complex skill check to simulate the character's progress without having to determine the location of every guard or roleplaying each encounter.

#### Intimidate

Although typical use of the intimidate skill does not allow retries or lend itself to complex skill checks, a game master might choose to simulate an unusually complicated series of social encounters with one complex skill check in the same way that Bluff and Diplomacy can be used in such situations.

#### Jump

Since one jump check represents one jump attempt, using the skill does not lend itself to complex skill checks. Situations that call for multiple jump checks always require multiple simple checks, not one complex check.

#### Knowledge

Researching rare or lost knowledge is an excellent use of the complex skill check variant.

To attempt a complex Knowledge check, a character must have access to a library that the game master decides is sufficient for the task. The game master is also free to rule that several successful rolls in a complex Knowledge check exhaust a particular library or tome's resources and lead the character to another work or library. In this way, a complex Knowledge check can become an adventure in itself as the character searches out rare or lost volumes of information.

#### Listen

Since one Listen check represents one attempt to hear something, using the skill does not lend itself to complex skill checks. Situations that call for multiple Listen checks always require multiple simple checks, not one complex check.

#### Move Silently

Using the Move Silently skill does not normally lend itself to complex skill checks, but a complex check can be used to simulate an unusually long period of moving silently in the same way that a complex Hide check might be used.

#### Open Lock

Although normal locks require only one Open Lock check, the game master is free to include locks or a series of locks that requires a complex check to open. (He can also rule that each casting of a knock spell counts as six successes toward opening a complex lock.) Particulars for complex locks are given in Table: Complex Opens Lock Checks.

#### Perform

Normal use of the Perform skill does not lend itself to complex skill checks. At the game master's discretion, a few rare and powerful magic instruments might require a complex Perform check to activate.

#### Profession

Because each Profession check already represents a week of work, the use of the Profession skill does not lend itself to complex skill checks.

#### Ride

Normal use of the Ride skill does not lend itself to complex skill checks. A character performing a lengthy demonstration of difficult or trick riding, or competing in a race, might have to make a complex Ride check to pull off the entire show or finish the race; one roll per round is probably appropriate.

#### Search

At the game master's discretion, certain very well-hidden items might require a complex Search check to find. Usually this activity represents several individual Search attempts made in sequence and is typically better handled by treating each separate attempt as a normal Search check.

#### Sense Motive

Although typical use of the Sense Motive skill does not allow retries or lend itself to complex skill checks, a game master might choose to simulate an unusually complicated series of social encounters in a deceit-filled environment with a complex skill check like those described under the Bluff and Diplomacy descriptions.

#### Sleight of Hand

Normal use of the Sleight of Hand skill does not lend itself to complex skill checks. A character performing a lengthy demonstration of legerdemain (such as a magic show relying on sleight of hand) might have to make a complex Sleight of Hand check to pull off the entire show, one roll per 15 minutes is probably appropriate.

#### Spellcraft

Although use of the Spellcraft skill does not normally lend itself to complex skill checks, the game master is free to rule that examining a complicated magical effect might require a complex Spellcraft check.

#### Spot

Since one Spot check represents one attempt to notice something, using the skill does not lend itself to complex skill checks.

Situations that call for multiple Spot checks always require multiple simple checks, not one complex check.

#### Survival

The game master might rule that a complex Survival check allows long-term survival in one type of climate or terrain, raising the required number of successes for extreme environments such as arctic regions or deserts.

Table: Complex Swim Checks
 Rough water
 Stormy water

#### Swim

The game master might rule that a complex Swim check allows a character to successfully swim for a longer period of time than I round. The amount of time each successful complex skill check allows the character to swim, along with the required number of successes and the DC, is given in Table: Complex Swim Checks. (The DC is slightly higher than for simple round-by-round checks to reflect the fact that the character is making many fewer checks.)

#### Tumble

Normal use of the Tumble skill does not lend itself to complex skill checks. A character performing a lengthy routine of acrobatics might have to make a complex Tumble check to pull off the entire show. The frequency of the checks depends on the complexity of the routine.

#### Use Magic Device

Normal use of the Use Magic Device skill does not lend itself to complex skill checks. However, when a character makes a check to activate a magic item (especially a complicated one, or one with several different functions) for the first time, the game master might find a complex skill check appropriate. In very special cases, this check might require a full round of concentration per roll, but it should usually be part of the action required to activate the item.

#### Use Rope

Since one Use Rope check represents one attempt to manipulate a rope, using the skill does not lend itself to complex skill checks. Situations that call for multiple Use Rope checks always require multiple simple checks, not one complex check.

 Shinobi Checks

### **Check (Conceal Chakra):**

 The character checks to conceal the chakra cost of the
technique so that it cannot be sensed as Chakra Activity by creatures who can sense
chakra. The character cannot conceal part of a technique's chakra cost.

### **REPAIR**

 Repairing a destroyed puppet requires a Repair check (DC 35). It has a cost
equivalent to a wealth check DC 17.

 All components are included during the repair—meaning that they are functional, but not
necessarily reloaded unless the extra cost is paid.

### **Check (Installing a Puppet Component):**

 To install a puppet component requires a
Repair check (DC is equal to the component's purchase DC).Time: Installing a component takes 1 hour per 10 points of the purchase DC

### **Check (Uninstalling a Puppet Component):**

 Uninstalling a puppet component requires
a Repair check (DC 15).
 Uninstalling
a component takes 10 minutes.

### **Sense Motive (Wis):**

 The new uses of this skill allow a character to discern whether or not another character is
behaving normally.
Check (Analyze Behavior): The character can tell if another character's actions are being
influenced by an outside source, such as an enchantment, illusion or compulsion, even if
that character isn't aware of it himself. The difficulty of this check is usually DC 25.

### **Try Again?:**

 The character usually cannot retry unless the person begins to act in a way
that would raise suspicion again.
Time: Analyzing a target's behavior takes 1 minute. +2 bonus to checks involving this skill type

### **Check (Harvest Eye):**

 The character makes a check to harvest the eye of a restrained
creature.
To harvest an eye, the character must make two successful consecutive checks. Each
check deals 1d4 points of damage to the creature.

Two consecutive failures destroy the eye. Once an eye is harvested or destroyed, the
creature suffers 2 negative levels for 24 hours, which then disappear without requiring a
Fortitude save.
This check can only be used on an immobilized, paralyzed or unconscious creature.

Several other conditions apply that may affect whether or not the check is successful. If
the target has been dead and the corpse was unpreserved for more than 1 hour per point of
its Constitution modifier, the eye is useless.

If the harvested eye is left unpreserved or without a vessel for more than 1 day, it
becomes unusable. If the eye is harvested or destroyed, the creature suffers 2d6 points of
Constitution damage (Fortitude save DC 20 halves) and becomes exhausted. If the
creature survives, it suffers Doujutsu Drawbacks (Victim/Donor only) until it recovers its
own eye or gains an appropriate eye of the same bloodline.
Try Again?: The character can try again until he makes two consecutive successes or
failures. Each check deals 1d4 points of damage to the creature.
Time: Each check takes 1 minute.
Special: The character cannot take 10 or take 20 when making this check.

### **Check (Implant Eye):**

 When in possession of an eye with a doujutsu bloodline, the
character is able to implant it in a new vessel by removing the eye corresponding to the
doujutsu eye and implanting the new one.
If the subject of the implantation already has an advanced bloodline, the transplant is
rejected and it will suffer 1 point of Constitution damage each day, that cannot be healed
by any mean until the eye is removed. If the transplant is not removed the subject dies.

 The Constitution damage is immediately healed upon removing the eye, or the subject
will suffer 2d6 points of Constitution damage (Fortitude half, or the previously suffered
amount, whichever is higher) that will heal normally if the eye is destroyed instead.

 Make a check to implant the eye in the new vessel.

 If the surgery is successful, the subject gains the ability to pick the Advanced Bloodline
feat for his bloodline as part of his normal level progression or any bonus feat lists, as
well as any bloodline-specific feat the previous owner of the eye had selected.
Additionally, the subject will gain 1 negative level which becomes permanent after 24
hours unless he succeeds with a Fortitude save (DC 20). The negative level gain increases to 2
if the bloodline was intermediate or 3 if it was major.

 When the bloodline is implanted, the subject will automatically suffer Doujutsu
Drawbacks for Implanted Doujutsu, unless he pays a certain amount of XP. See Doujutsu
Drawbacks in the Advanced Bloodline chapter for detail.
If the eye transplant was a normal eye used to replace a lost eye, the negative level still
applies, but it does not entail XP cost. Inter-species eyes cannot be implanted successfully
and will be rejected (see above).
Try Again?: The character may retry two times. If the third check is a failure, the eye will be
destroyed and the subject will take 1d6 points of Constitution damage.
Time: Each check takes 10 minutes.
Special: The character cannot take 10 or take 20 when making this check.
A character without the Surgery feat takes a -4 penalty to make checks to harvest or
implant an eye.
Synergy: A character with 5 or more ranks in Knowledge (earth and life sciences) gains a
+2 bonus on Treat Injury checks.