Reason
Description
Ability Score Used: Choose One Usable Untrained? No (Bailiwick) Armor Check Penalty Applies? No
Only Alchemists and Monks may learn this bailiwick skill. No other class may place ranks in it unless they have an ability which specifically states they may put ranks into a bailiwick skill not normally offered by their class. A bailiwick skill is a skill that represents the core competency of a style of adventure, and has many useful applications.
The reason skill is an expression of your practical knowledge of all things related to cognition, philosophy and thinking, regardless of your intelligence score. Inductive and deductive reasoning comes naturally to you. For each rank a character places in reason, the character receives a free rank in Knowledge (Logic). Note that no character may ever have more ranks in a skill than her character level.
Each character class gains a single bailiwick skill at character creation, and this bailiwick skill is always a natural talent for your character. When you place your first rank in this skill, you must select one of your ability modifiers, and use that ability modifier as the key ability modifier for this skill. Once selected, this ability modifier may not be changed, except through the Reselection rules. Natural talent skills never suffer an armor check penalty, even if you associate that skill with your STR or DEX modifier.
If you gain a second bailiwick skill (usually through a racial trait), it is not automatically a natural talent (even though you typically get to choose which of your ability score modifiers is aligned to the second bailiwick skill). Armor check penalties do apply to the second bailiwick skill if you choose to associate it with your STR or DEX modifier, and you do not gain matching ranks in the linked skill for that bailiwick skill (in the case of reason, Knowledge (Logic)).
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
Concentrate
To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a Concentration skill check or lose the spell. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC.
Concentration checks are typically made for the following reasons (though other reasons may occur as well):
Casting Defensively You can attempt to cast a spell while threatened by an enemy in combat, but it is inherently risky. This is sometimes referred to as 'casting while threatened', 'casting defensively', 'concentration check', or 'combat casting'. These terms are all effectively interchangeable, as they all refer to making a skill check to cast a spell due to being threatened by an enemy. Note that casting defensively cannot normally provoke an attack of opportunity. Instead, the spell either succeeds or fails, depending on the outcome of the check. The target DC of defensive casting is 10 + (spell level x 4). As a result, casting lower level spells while threatened is far less risky to a higher level caster than trying to cast one of their best spells while threatened. Overcome Spell Resistance You can use concentration to attempt to force your spells through the defenses of a creature which is immune to spells. Such creatures have a special ability called Spell Resistance, which means that all spells or spell-like abilities must first make a concentration check versus a DC of the target creature's Maneuver Defense, or the spell fails to affect that creature. This special ability is effectively an immunity to spells! However, as a big damned hero, you can focus your will, and try to blast through this defense anyway. You're just that much of a bad-ass. Manipulate Spell Effect Some spells, such as Black Tentacles (Sorcerer/Wizard Spell), emulate the effects of one or more Combat Maneuvers. As such, the effects of the spell go against the creature's Maneuver Defense score, instead of its Armor Class. Instead of using your own Might or Sleight of Hand skills to challenge your target, you use the power of your spell to manipulate your opponent on your behalf. You don't need bulging muscles and an obsession with high-protein diets to grapple monsters — you've got MAGIC! Spells which work inflict combat maneuver-like effects will also describe the need to use a concentrate check in place of might or sleight of hand in the text of the spell. Casting While Grappling If you are suffering under the grappled condition due to the actions of an enemy creature, you can cast a spell without any somatic components simply by casting defensively (see above). However, spells with somatic components require a Concentration check to cast, versus a DC of the grappler's Maneuver Defense, or the spell fails and the action to cast it is wasted. This Concentration check counts as the Casting Defensively check for casting the spell in melee (i.e. it is not in addition to a defensive casting Concentration check). Adverse Conditions If you are vigorously moving, in the middle of a violent storm, trying to stay upright on a tossing ship, or are otherwise being aggressively affected by your environment, you don't normally need to make a concentration check to cast a spell, because you're just that awesome. However, if you are attempting to cast a spell in the middle of a typhoon while on a sinking ship AND you are forced to make a concentration check for any reason, you suffer one or more penalties to the check due to the adverse conditions present. | |
Action Required: |
Usually part of the same action as casting a spell |
DC of Check: |
|
Modifiers to Check |
|
Take 10? / Take 20? |
No (though some class features, feats, and abilities may allow this). |
Allows Assists? |
No |
Results of Success |
You successfully cast the spell. |
Consequences of Failure |
You lose the spell, just as if you had cast it to no effect. |
Retry Allowed? |
Yes, with a new spell. The spell of the initial attempt is lost, as though it had been cast. |
Provokes AOO? |
No |
Determine Tactics of Mindless Creature
Reason may be used to figure out how a creature that is mindless will behave based on its situational awareness and general purpose. You can deduce its programming based only on a few seconds of its responses to your party's approach. You may only attempt this skill use once combat with the creature has begun, because you need to see it in action to surmise how it responds to different stimuli. | |
Action Required: |
Standard action |
DC of Check: |
10 + creature's CR (or 20 + creature's CR) |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must have ranks in the reason skill. |
Results of Success |
GM's should read, or allow the player to read, the "Combat Tactics" section of the monster's entry in the bestiary. |
Consequences of Failure |
You are unable to deduce the monster's behavior. |
Retry Allowed? |
Yes, this can be attempted on a subsequent round. A character may not make more than one attempt in the same round, however. |
Provokes AOO? |
No |
Rapid Mathematics
You can use reason to instantly tally loose coins, calculate the odds of something occurring, or perform some other feat of mathematics in your head. | |
Action Required: |
Free action (during your turn) |
DC of Check: |
10 + double CR of the feat attempted |
Modifiers to Check |
|
Take 10? / Take 20? |
Yes |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must have ranks in reason. |
Results of Success |
You know the answer to the mathematical problem. This can be a single number, or a set of numbers which are responsive to the problem in question. |
Consequences of Failure |
You are unable to figure out the solution. |
Retry Allowed? |
Yes, but each attempt after the first requires a standard action. You may not attempt this skill use more than once per round. |
Provokes AOO? |
No (if you choose to show your work, this does provoke). |
Convert Spell to Extract
Alchemists may use reason to convert a spell, typically in the form of a scroll or a borrowed spellbook, into an extract that they can use. A spell must already exist on the alchemist's extract list in order for it to be converted (i.e. you can't convert a spell which an alchemist cannot normally get as an extract). | |
Action Required: |
It takes one hour of studying the spell to be converted before a Reason check may be made. If the check is successful, it takes another 1 hour per spell level (or 30 minutes for a zero-level spell) to inscribe the formula of the new extract into your formula book. |
DC of Check: |
15 + spell level |
Modifiers to Check |
- |
Take 10? / Take 20? |
You can take 10, but you cannot take 20. |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must have ranks in reason. |
Results of Success |
You successfully copy the spell, in the form of an extract, into your formula book. You are now able to construct that extract when you prepare extracts. |
Consequences of Failure |
The spell is written in such a way that you cannot work out the alchemical equivalents. You do not gain access to this extract. |
Retry Allowed? |
No. You must find a different source of that spell (a different scroll, a different spellbook, etc.) in order to try again. |
Provokes AOO? |
Yes. Don't try this in combat. |
Identify Magic Item
You can use reason to identify the properties and command words (if any) of a magic item you are holding. This is identical to the Divinity, Naturalism, Spellcraft, Spycraft, and Warfare ability to identify magic items. It is also very similar to the Barter ability, except that it is faster.
Reason may also be used to assist another party member's attempt at determining the properties of a magic item, even if the other party member is using a different skill to make the check. | |
Action Required: |
3 rounds per item you are attempting to identify |
DC of Check: |
10 + double the caster level of the item |
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 5 allies). |
Results of Success |
Item is identified, including the command words (if any) needed to trigger its magical properties. |
Consequences of Failure |
Item is not identified |
Retry Allowed? |
You must wait 24 hours before retrying on the same item. Any attempts in the meantime always fail. |
Provokes AOO? |
Yes |
Craft Magic Item
When combined with the Creator feat, reason can be used to create magic items.
In addition to the Creator feat, you must have the components listed in the magic item's 'creation' section on its description page. These items include a remnant, an item symbolic of the enchantment, and a gold cost equal to half the item's retail price. If the symbolic item being used has a monetary value, that value is subtracted from the gold required to craft the item. The creator feat and the gold cost are mandatory, but the symbolic item and remnant are not. You may attempt to craft the magic item with a lesser-tier remnant, or a poorly-matched symbolic item, or you can skip these items altogether. However, doing any of this causes the target DC to increase (see 'modifiers' below). You also need an appropriate place in which to work. The nature of such a place can vary wildly. A noisy pugilarium full of hard-training warriors might be ideal for a Brawler to work on his new amulet of natural armor, but it is probably not going to be a good place for a Sorcerer to get anything done. For users of Spellcraft, any place suitable for preparing spells is suitable for making items. Warfare works best in forges and smithies and training halls; rough, rude places of strife. Spycraft works best in hidden spyholes full of small secretive nooks and hidden tools. Naturalism works great in grottoes and caves and glades, anywhere the Nascent Seed is strong and vital. Divinity works well in temples and crypts and ossuaries, anywhere the sense of the Divine is strong. Reason works best in libraries and meditation halls, dojos and saunas, places where quiet thought is enhanced. If the workspace is considered a poor fit for the item being created, the base time required is doubled. If the workspace is inconsistent, or the item is being moved around between creation days (such as attempting to create an item while journeying overland), the required time is doubled again. Each day of crafting requires 8 hours of work, with no more than 1 hour of interruptions (not counting food and rest breaks). If you are unable to work 8 hours in a given day, the entire day's efforts are wasted, and not counted toward your progress. The days spent creating a magic item need not be consecutive. Partially finished magic items stored in a safe fashion will keep indefinitely. Since magic items in progress keep indefinitely, you may schedule time to work on one as you wish. Once you have determined the base number of days required to craft the magic item, you must craft the item for half this amount of time before you may make a skill check to determine the item's success or failure. | |
Action Required: |
2 days, +1 day per creator level of the item being created. You can never reduce the time to create a magic item below 3 days, no matter how well you roll. |
DC of Check: |
The base DC of a magic item is listed on its page, at the bottom in the section called 'creation'. |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
|
Consequences of Failure |
|
Retry Allowed? |
Yes, though you must procure new components to replace the destroyed ones, and begin the process again. You gain a +5 circumstance bonus on each retry after a failure, as you incorporate your new knowledge of what not to do. |
Provokes AOO? |
Yes. Don't try this during combat. |
Identify an Object's Creator (Epic Use)
You can use reason to study an object or magic item in order to determine who crafted that item. While many items are created by unknown professionals, some are created by famous individuals, or people of historical significance. Learning the provenance of an item may improve its value to a collector, or may help you to understand more of its history.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
1 minute of study |
DC of Check: |
DC 40 + caster level of item |
Modifiers to Check |
|
Take 10? / Take 20? |
You can take 10 (as long as you are not in combat), but you cannot take 20. |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must have ranks in reason. |
Results of Success |
You learn the name of the creator, and the nation of origin of that creator. If you succeed by 5 or more, you learn the name of the creator, infer all professions that creator is skilled at (not just the one used to create this object), and surmise the city in which their primary work space is located. |
Consequences of Failure |
If you fail by 4 or less, you can deduce the nation of origin of the creator, but not the creator's name. If you fail by 5 or more, you simply aren't able to determine anything about the creation of the object. |
Retry Allowed? |
No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place. |
Provokes AOO? |
Yes |
Learn Secret Language (Epic Use)
You can attempt to learn a secret language, as long as you have sufficient exposure to the language. Examples of sufficient sources include a document of at least 2 pages (500 words) in length, or being present for a conversation, spoken in the secret language, lasting at least 10 minutes. From this foundation, you can deduce the structure of the secret language sufficient to actually learn it without being explicitly taught it.
This skill use does not reveal the content of the conversation or document unless you are successful with the skill check. However, if you wish, you can use Linguistics to attempt to comprehend its meaning, as part of the same 10 minute action. This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
20 full days |
DC of Check: |
70 |
Modifiers to Check |
|
Take 10? / Take 20? |
You can take 10, but you cannot take 20. |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must have at least 21 ranks in reason. |
Results of Success |
You learn the language at the pidgin level of fluency. If you have an available rank in Linguistics to learn a new language, you may apply that rank towards learning this secret language (gaining it at the "fluent" level of fluency).
|
Consequences of Failure |
You are unable to piece together the structure of the language from this source. You may still attempt a Linguistics check to try to comprehend the meaning of the language or document, but your success with Linguistics does not grant you the ability to learn the secret language. |
Retry Allowed? |
No. You must be exposed to a new sufficient source of the language before you can try again. |
Provokes AOO? |
No |