Skills are actions that any character may perform in or out of combat that normally have a chance of failure. Skills are performed by rolling a check (d20 plus any bonuses) against some criteria. The GM will specify if the check succeeds or not. Abilities may increase the chance for successfully performing a skill.
- 1 Knowledge and Specializations
- 2 Guile
- 3 Diplomacy
- 4 Intimidate
- 5 Perception
- 6 Climb
Knowledge and Specializations
Knowledge is broken down into major fields of study with each field also having one or more specializations that pertain to specific scenarios. A character chooses their initial fields of study during character creation but may expand their available knowledge each time they level up at the cost of 1 ability point (see Abilities). Each ability point spent in a field of study after the first allows the character to gain an additional specialization pertaining to that field. Some specializations require knowledge in other specializations or fields of study before they can be obtained. Some abilities may require knowledge and/or certain specializations.
Applying learned knowledge can provide valuable information that would otherwise be inaccessible. Applying knowledge during combat is a swift action. Applying knowledge to a specific scenario can normally be attempted only once as the attempt represents what the character knows. Fields of knowledge are not mutually exclusive and depending on the situation more than one field of study can be used to obtain useful information. In such a scenario a knowledge check may be performed once for each field of study to obtain information. Also, actions like Treat Disease can be performed multiple times and require a Medicine check each time. Below are the fields of study in Amorphous and the likely information they provide.
Study of all living things. Applies to any thing with the natural keyword. Applies to creatures with the magic keyword but not how they are created. It also covers information on diseases but not how to treat them. This field can be useful for discovering strengths, weaknesses, abilities, preferred habitat, predators, and prey of an enemy.
Study of manipulation of living matter. Applies to flesh golems, cyborgs, cybernetic implants, and augments. Can be used in Crafting.
Study of plants. Applies to all plants and plant-like creatures. Can be used to determine which plants are edible, medicinal (but not necessarily how to prepare the medicine), poisonous or harmful.
Covers diseases and their treatments, potions, poisons, first aid, etc. A character can use their knowledge of medicine to attempt the following actions:
|Actions||DC||Materials & Knowledge Required||Description||Time Required||Can Use in Combat|
|Treat Wounds||10||First aid kit(1 use) or Physician tools(1 use)||You may remove ongoing bleed and ongoing fire damage from the target and have them regain HP equal to the kit/tools' recovery value. This also stabilizes the target.||Full round action||Yes at -5 DR|
|Treat Poison||Poison's DC||First aid kit(2 uses) or Physician tools(1 use). Knowledge in Botany.||You may remove ongoing poison damage from the target and have them regain HP equal to the kit/tools' recovery value. This also stabilizes the target.||Full round action||Yes at -5 DR|
|Treat Disease||Disease's DC||Physician tools(1 use). Knowledge in Botany and Microbiology.||You may remove one disease from the target. They do not regain any HP.||10 minutes||No|
|Craft Potion||Potion's Craft DC||Chemist tools. Knowledge in Botany.||See Crafting for more information.||At least 5 minutes per potion||No|
|Craft Poison||Poison's Craft DC||Chemist tools. Knowledge in Botany.||See Crafting for more information.||At least 10 minutes per poison||No|
Study of microorganisms and their interactions with other living things. Applies to fungi, parasites, bacteria and viruses.
Covers laws, customs, nobility, government, politics, etc. This field is often useful when dealing with nobility or governments and a character with a greater knowledge of civics is likely to be or become nobility or a government leader. Emphasis in this field is also necessary to reach the highest ranks of a military organization.
Covers the discipline of leading a large (50+) group and dealing with topics such as morale/motivation, upkeep, mob mentality, public speaking, public opinion, and mediation. This specialization is usually a requirement to obtain the higher ranks of any organization.
Covers both legal and illegal bartering, tracking creatures or finding information in a city environment, navigating a complex city environment, etc.
Covers complex marketplaces, the differences in how businesses are run in different locations, and fanancing. Can be used to determine if a business is being run lawfully provided enough information can be gathered.
Covers structures, fortifications, roads, vehicles, constructs, traps, devices, etc. Useful for building things, setting/disabling traps, and finding structural weaknesses among other things. See Crafting.
Covers lore, legends, religion, founding of cities/nations, etc.
Covers the design, display, and study of armorial bearings (known as armory), as well as related disciplines, such as flags, ceremony, rank, and pedigree.
Covers manipulation of energy, determining energy types and sources, creatures with the magic keyword, etc. Also used in Crafting.
Covers predicting weather patterns, surviving in and navigating the wilderness and tracking or hunting prey. Useful for avoiding natural hazards or getting lost.
Whenever a character lies or attempts to deceive another they make a guile check against the perception check of each victim. If the result from the guile check exceeds the perception check of a victim then that victim is deceived. If a victim's perception check matches or is higher than the result of the guile check then the victim may reveal the deception to any other victims and negate any benefits from the deception. A feint combat action is a move action that uses a guile check however most guile checks are done during conversation and are free actions. Using your guile (except for stealth) is considered an evil act if used against those that are not hostile and if the deception is found out is likely to negatively impact dispositions.
You may attempt to mask your presence with a guile check as part of a move action provided you have at least partial concealment during each square of movement. So long as the character(s) you are attempting to mask yourself from do not notice you then you are at an advantage and they will not have knowledge of actions you take (such as taking items they own). For determining if you are noticed use their passive perception outside of combat or active perception during combat; if that result is equal or higher than your guile check then they notice you. Outside of combat for each action other than an attack or movement you must re-roll your guile check. During combat you may use the same guile check for following rounds provided you perform no attacks and keep at least partial concealment during your turn. Using stealth by itself is not an evil act but will cause others to regard you with suspicion. Guards will always question the actions/intentions of suspicious characters and possibly interrogate or demand they leave the area. Some guards can be bribed to look the other way.
Diplomacy may be used to make requests or improve the disposition of another character. The DC for improving disposition depends on the character's current disposition. If successful then the disposition of the character increases by one rank. If a character's disposition is at least indifferent then requests can be made with a separate check. The requests can range from supplying information to performing actions they might not normally do. Diplomacy is not mind control; it can not be used to convince a character to do something that puts them in serious danger or is against their morals. Diplomacy checks are free actions unless performed during a combat action such as Rally.
|Current Disposition Rank||DC|
Diplomacy can only increase a character's disposition once per 24 hours. If a request is refused by a character (by failing the check or otherwise) any additional checks do not change the result but different requests can still be made.
Intimidation can be used to frighten, coerce, and demoralize. Whether the check succeeds or not the disposition of the character that intimidation is used on is decreased by one rank. Coercion is subject to the same restrictions as requests in diplomacy. Some characters can not be intimidated.
|Demoralize||15||One target gains Cower.||Full round action||Once per encounter|
|Frighten||20||One target gains Fear.||Full round action||Once per encounter|
|Coerce||20||One target follows request||None;Can not perform in combat||Yes|
Perception represents all the information collected by a character's senses (sight, touch, taste, smell and hearing). Perception is used for a variety of situations and can be utilized in three different ways: Passively, actively and through intense study.
Passive perception is used to determine if a character notices something without having that character make a perception check (and thus tip them off that there is something to look for). A character's passive perception value is 10 + their skill value in perception. For out of combat situations where a character isn't actively looking for something then it is recommended that their passive perception value be used by the GM for determining if they notice something or not.
Active perception is used during combat or when a character actively attempts to perceive something through their actions but they don't want to or are unable to spend the time needed for intense study. A character's active perception value is determined by a perception check (d20 + their skill value). The result of a perception check may be lower than that character's passive perception. Simply treat such cases as that character being distracted by background noise. A character can make a perception check once per combat round as a free action.
A character may intensely study an object or area whenever they have plenty of time and aren't under threat or distracted. This takes at least 2 minutes (more depending on the situation or area being studied) and results in a perception check value as if that character rolled a natural 20.
Climb is used to traverse walls or slopes too steep to walk. The DC of a climb is determined by the particulars of the wall/slope being climbed. Use the climb DCs listed on the pathfinder SRD. Climbing during combat is a move action. If a character suffers damage during a climb that character must succeed in a power check or resilience check or fall from their current height. Some creatures have a set climb speed and do not need to make a climb check but are still subject to a power/resilience check if damaged. For characters without a set climb speed they may move up to half their land speed and must make a climb check. If a climb check fails by 4 or less then no progress is made. If a climb check fails by 5 or more then that character falls from their current height. A penalty of -3 is applied to the climb check for each hand that is not free while climbing. Climbing cannot be performed unless a creature has at least one hand free.
|Basics||Character Creation • Attributes • Races • Skills • Combat • Common Terms|
|Advanced||Abilities • Equipment • Conditions • Vision and Light • Breaking Objects|