Spycraft

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Description

Ability Score Used: Choose One
Armor Check Penalty Applies? No

Only Prowlers, Rogues, and Sharps 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 spycraft skill is an expression of your practical knowledge of all things related to the trade of, spying, skulduggery, and intrigue. For each rank a character places in spycraft, the character receives a free rank in Knowledge (Local). Note that no character may ever have more ranks in a skill than her character level. Furthermore, this skill may be used in place of Perception for detecting the location of hidden traps, if desired.

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 spycraft, Knowledge (Local)).

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.

Spot Trap

You can use spycraft in place of Perception to spot traps and other hazards, if you wish. Your natural cleverness and wariness of the world around you lends you a cautious eye when it comes to walking blithely into dangerous places.

GM's should make this check in secret, due to the possibility of the player gaining incorrect information.

Action Required:

Actively searching for traps is a standard action. There is no passive/automatic check for this unless you have the Trap Spotter (rogue) class feature, or some similar ability.

DC of Check:

the trap's Spot DC

Modifiers to Check
  • Hurried Assessment: You can reduce the action required to spot trap to a swift action by adding +10 to the DC.
  • Partial Cover / Concealment: If the area you are in is granting partial cover or partial concealment to things around you, you add +5 to the DC.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in spycraft.

Results of Success

You are able to spot a trap or hazard before it is triggered.

Consequences of Failure

You fail to notice any trap or hazard that is present. You are not aware that you have failed.

Retry Allowed?

No. You have no reason to believe you were wrong.

Provokes AOO?

No

Create Forgery

You can use spycraft to attempt to forge a document or credentials, such that they will fool someone who examines them into believing they are legitimate versions of the document or credentials in question. This can be highly useful for getting into exclusive parties, or gaining access to important people.

Forgery requires writing materials appropriate to the document being forged, and an example of what a legitimate copy of the document looks like. This sample doesn't need to be perfect, and it is assumed that the sample doesn't include the proper information for you to use it yourself (if it did, there would be no need to forge anything; just use the sample!). Depending on the campaign world, most documents are hand-written affairs, so the forgery not only needs to emulate the format and substance of the sample document, but also the handwriting itself.

If the document includes a signature, you must also have a sample of that person's signature (though it need not be on the same sample as the document you are copying from).

As with Disguise, you don't make a check until someone examines the work. Your spycraft check is opposed by the Linguistics check of the person who examines the document to verify its authenticity. See "Detecting Forgeries" on the Linguistics page for modifiers relevant to this check.

GM's should make this check in secret, since the player should not know whether their forgery was good or bad.

Action Required:
  • Short Informal Handwritten Note: 10 minutes
  • Long Handwritten Letter: 1 hour per page
  • Formal Calligraphic or Typeset Document: 1d4 hours per page
  • Signet in Wax: +1d4 hours
  • Watermarks or Special Materials/Paper: +1d4 hours per page
  • Notarized: +1d4 hours per ribbon, stamp, or mark.
  • Signature: +1 hour per signature
DC of Check:

opposed by viewer's Linguistics check

Modifiers to Check
  • Foreign Language: If the document you are forging is written in a language you are entirely unable to read, the DC is increased by +10.
  • Pidgin Fluency: If you only have pidgin fluency in the language of the document you are attempting to forge, the DC is increased by +5.
  • Beginner Fluency: If you only have beginner fluency in the language of the document you are attempting to forge, the DC is increased by +2.
  • Fluent: If you are fluent in the language of the document you are attempting to forge, there is no penalty or bonus to the DC.
  • Native Fluency: If you have native fluency in the language of the document you are attempting to forge, reduce the DC by -2.
  • Signet In Wax: If the document you are attempting to forge has a wax seal with a signet ring impression, this increases the DC by +10.
  • Watermarks: If the document you are attempting to forge has a watermark or some other special paper, this increases the DC by +10.
  • Notarized: If the document you are attempting to forge has other types of notary, such as ribbons, stamps, or marks, this increases the DC by +10.
  • Extra Time: If you spend 1 day for each hour the document should normally take, you can decrease the DC to create the forgery by -10.
  • Slapdash: If you sacrifice quality for speed, you can reduce the time taken to 10 minutes per hour the document should normally take, but this increases the DC by +10.
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 spycraft.

Results of Success

If your spycraft check exceeds the Linguistics check of the person scrutinizing your forgery, they believe your document to be legitimate.

Consequences of Failure

If the reviewer's Linguistics check equals or exceeds your spycraft check, they are able to

Retry Allowed?

No. You cannot retry an attempt to create a forgery. Since the forgery check isn't made until someone is examining your work to check its authenticity, there is no opportunity to retry.

Provokes AOO?

You would provoke if attempting to create a forgery in combat. Making the opposed spycraft roll at the time the document is being examined does not provoke attacks of opportunity.

Identify Enemy Senses

You can use spycraft to examine enemy creatures before or during combat, to determine which senses they possess. You do this by measuring how heavily they rely on common senses, such as eyesight and hearing, and whether they seem to react to stimuli that would not normally be noticed by these common senses. This skill use gives you knowledge of all enemy creatures present in the encounter, as long as you can perceive them.

If you are unable to perceive any of the enemy creatures present in the encounter, they are excluded from your check's results.

Action Required:

Standard action

DC of Check:

10 + CR of the encounter

Modifiers to Check
  • Hurried Assessment: You can reduce the action required to identify enemy senses to a move action by adding +5 to the DC. You can reduce it to a swift action by adding +10 to the DC.
  • Partial Cover / Concealment: If any of the enemy creatures has partial cover or partial concealment from you when you attempt the check, you add +5 to the DC.
  • Distance: For every 10 feet beyond the first 10 feet the furthest creature is from you, the DC is increased by +1.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in spycraft.

Results of Success

The GM should read, or allow you to read, the "senses" section of the bestiary entries for each enemy creature present in the encounter.

Consequences of Failure

You are unable to glean the senses being used by the enemy creatures.

Retry Allowed?

No. If the check fails, it cannot be used until the next encounter.

Provokes AOO?

No

Identify Magic Item

You can use spycraft to identify the properties and command words (if any) of a magic item you are holding. This is identical to the Divinity, Naturalism, Reason, Spellcraft, and Warfare ability to identify magic items. It is also very similar to the Barter ability, except that it is faster.

Spycraft 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, spycraft 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 10 + double the Creator Level of the item being created.

Modifiers to Check
  • Quality Workshop: Using a workshop with very high quality tools and equipment lowers the DC by between -1 and -5, at the GM's discretion.
  • Higher Creator Level: Attempting to create an item that has a Creator Level higher than your own level increases the DC by +2 per level of difference.
  • Lower Creator Level: Attempting to create an item that has a Creator Level lower than your own level grants no bonuses.
  • Lower Remnant Quality: Attempting to use a remnant of a lower quality than the remnant tier listed for the item increases the DC by +1 per tier difference.
  • Higher Remnant Quality: There is no bonus for using a higher-tier remnant.
  • No Remnant: Attempting to create the magic item without the remnant component increases the DC by +10.
  • Excellent Symbolic Item: Creating a magic item while using a symbolic item that is highly relevant to the enchantment being created can reduce the DC by between -1 and -10, at the GM's discretion.
  • Poor Symbolic Item: Attempting to create a magic item using a symbolic item that is a poor match to the enchantment being created increases the DC by between +1 and +10, at the GM's discretion.
  • No Symbolic Item: Attempting to create a magic item without including a symbolic item increases the DC by +10.
  • Rush Job: You may declare you are hurrying the work, reducing the base number of days required by 1 per +5 you add to the DC. You cannot reduce the creation time below 3 days, however.
  • Careful Work: You may also declare you are taking your time, reducing the target DC by -1 per 1 extra day you add to the base time.
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success
  • A result that is between 1 and 5 points less than the adjusted DC is considered an easy success, which increases the base time required by either 1 day or 10%, whichever is worse.
  • A result that equals or exceeds the adjusted DC, by up to +4 above the DC, is considered an average success, and the base time to complete is unchanged.
  • A result that exceeds the adjusted DC by between +5 and +14 is considered a challenging success, and the base time is decreased by either 1 day or 10%, whichever is better, to a minimum of 3 days.
  • A result that exceeds the adjusted DC by 15 or more is considered an impossible success, and the base time is decreased by 3 days or 25%, whichever is better, to a minimum of 3 days.
Consequences of Failure
  • A result that is between 6 and 10 points less than the adjusted DC is considered a failure. A failure means that half of the material costs and the symbolic item (but no the remnant) are destroyed in the attempt, and half the base time (rounding up) required for the item is also wasted.
  • A natural "1" on the die, or a result of that is 11 or more below the adjusted DC is considered a critical failure. A critical failure means that all of the materials, the remnant, and the symbolic item are destroyed in the attempt, and half the base time (rounding up) required for the item is also wasted.
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.

Tie Unique Knot (Epic Use)

You can use your advanced knowledge of spycraft to tie a knot that is very difficult to untie, unless you're you. This allows you to tie rope or string in such a way as to significantly delay someone who is unwilling to cut the rope or string. It also allows you to easily detect if someone attempted to untie the knot, even if they failed to do so.
Action Required:

1 minute

DC of Check:

Opposed by the Escape Artist skill of the person attempting to untie the knot.

Modifiers to Check

-

Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

No. This knot is unique to you, and shouldn't be shared with other sneaky people.

Results of Success

You make your check only when someone is attempting to untie it. If your check exceeds the untying person's check, your knot holds against their attempts.

If you exceed the untying person's check by 5 or more, you are also able to detect that they attempted to untie your knot, even though they failed. You probably aren't aware of the identity of this person, however, unless you have some other means of detecting or identifying them.

Consequences of Failure

The person untying your knot is able to do so. However, they will not be able to replicate the knot afterwards, so you will always know that the knot was untied by someone.

Retry Allowed?

No. What's done is done.

Provokes AOO?

Tying the original knot would provoke, but making the opposed check when someone attempts to untie it does not.

Unforgeable Signature (Epic Use)

Upon gaining 21 ranks in spycraft, you can permanently alter your signature to make it nearly unforgeable. Doing so takes 7 full days of practice, but once complete, anyone attempting to forge a document that includes your new signature must add +10 to the DC of their spycraft forgery check. It costs you no extra time to sign your signature, once you have completed the 7 days of practice — it becomes your normal signature.

Days spent practicing your new signature use up the full day, as described in the Between Adventures rules. If you spend more than 1 hour doing anything else during a practice day (except meals and short rest breaks), that day cannot be counted as an interval towards your progress. Your practice days need not be consecutive, but you do not gain any bonus from this skill use until all 7 days of practicing have been completed.