Epic Skills

As characters reach higher levels, their skill bonuses increase dramatically, from items, skill ranks, abilities bonuses, feats. or other sources. The following are considered epic skill uses because they describe effects and have DCs outside the realm of most characters, but they are available to anyone who can make the attempt.

Acrobatics

The character can stand instantly, leap up adjacent surfaces, and keep their balance on almost any surface.

DC Task
15+ Ignore falling damage.
35 Free stand.
40 Balance on a surface up to 1 inch wide.
50 Climb vertical surface.
60 Balance on a hair-thin surface.
90 Balance on a liquid surface.
120 Balance on cloud.
+20 Sprinting balance.

Ignore Falling Damage: For every 15 points of your Acrobatics check result, you can treat a fall as if it were 10 feet shorter than it really is when determining damage. A check result of 15–29 treats a fall as 10 feet shorter than it is, 30–44 as 20 feet shorter, 45–59 as 30 feet shorter, and so forth.

Free Stand: The character can stand up from prone as a free action instead of a move equivalent action. This still provokes attacks of opportunity. You may instead use a check at the same DC to stand as a move action without provoking an attack of opportunity.

Climb Vertical Surface: The character can climb up to their base speed by jumping and bouncing off walls, trees, or similar vertical surfaces. The character must have at least two vertical surfaces to bounce off, and the two must be within 10 feet of each other.

Balance: The character can use Acrobatics to move across increasingly narrow surfaces. A successful check allows you to move across these surfaces at half speed or remain stationary, one check is needed each round. While doing so you are considered flat-footed and lose your Dexterity bonus to AC.

Sprinting Balance: The character can try to run across a narrow surface by accepting a –20 penalty on your Acrobatics check.

Appraise

The character can sense magical auras in objects.
Discern Aura: With a successful appraise check against a DC 50, the character can sense if an item has a magical aura as if using detect magic. This requires a full-round action.

Athletics

The character can climb unclimbable surfaces and swim up vertical surfaces or swim much faster than normal.

DC Task
70 A perfectly smooth, flat, vertical surface.
80 Swim up waterfall.
100 A perfectly smooth, flat, overhang or ceiling.
+20 Rapid climb/Combat climb.
+20 Rapid swimming.

Swim up Waterfall: This use of the skill allows a character to swim an angled or vertical surface, as long as they remain completely or mostly immersed in water. Other examples might include swimming up a whirlpool or an incredibly large wave.

Rapid Climb: A character can climb his or her speed as a move-equivalent action, or double his or her speed as a full- round action (requiring two Climb checks), but the character takes a -20 penalty on his or her check.

Combat Climb: A charactercan move freely enough to avoid blows while climbing. By accepting a –20 penalty on your Climb check, you can retain your Dexterity bonus to AC while climbing.

Speed Swimming: By taking a -20 penalty on the check, a character can swim his or her speed as a move-equivalent action, or double his or her speed as a full-round action.

Autohypnosis

The character has trained his or her mind to ignore poison, resist mental influence, and convince his or her body that he or she is tougher than normal.

DC Task
20+Poison DC Negate poison.
45 Remain conscious while dying.
50 Gain another save vs mind affecting effect.
60 Gain temporary hit points.
60 Gain damage reduction.

Negate Poison: While poisoned a character can make an Autohypnosis check as a standard action, success indicates that the poison is negated. Magical poisons increase the DC by 10.

Remain Conscious: If reduced to negative hit points, but not dead, a character can make an autohypnosis check as an immediate action. Success indicates the character does not go unconscious and can keep taking actions. The character remains staggered as normal, and continues to lose hit points for strenuous actions. When the character reaches a negative hit point value equal to one fourth their total hit points they still fall unconscious but are automatically stable.

Gain Another Save: If a failed saving throw indicates the character is affected by any mind-affecting powers, spells, or spell-like effects, as a free action a successful Autohypnosis check allows an immediate second saving throw to resist the effect. If the mind-affecting effect normally does not allow a saving throw, a successful Autohypnosis check allows a saving throw.

Gain Temporary Hit Points: With a successful Autohypnosis check as a standard action, the character gains temporary hit points equal to 10 + his or her Wisdom modifier. The temporary hit points persist until lost. A character cannot check for temporary hit points more than once per day.

Gain Damage Reduction: With a successful Autohypnosis check as a standard action, the character gains damage reduction 2/-. The damage reduction lasts for 12 hours. The character cannot check for damage reduction more than once per day. Damage reduction gained through Autohypnosis does not stack with damage reduction gained through spells or items, but does stack with that gained from natural abilities or class features.

Bluff

The character can display a false alignment or disguise his or her surface thoughts.

DC Task
70 Display false alignment.
100 Disguise surface thoughts.

Display False Alignment: The character can fool alignment-sensing effects by displaying a false alignment of his or her choice. Once set, a false alignment remains as long as the character remains conscious and awake. Setting or changing a false alignment requires a full-round action.

Disguise Surface Thoughts: The character can fool spells such as detect thoughts or similar effects by displaying false surface thoughts. While the character can’t completely mask the presence of his or her thoughts, he or she can change his or her apparent Intelligence score (and thus the character’s apparent mental strength) by as much as 10 points and can place any thought in his or her “surface thoughts” to be read by such spells or effects. If a character attempts to use Sense Motive to detect his or her surface thoughts (see the Sense Motive skill description), this becomes an opposed check. This ability can be used any time someone attempts to read their thoughts, even if they're not aware of the attempt, though if unaware they can make no active attempt to influence their check such as activating magic items, and may still be unaware even if they succeed on the check.

Craft

The character can craft items more quickly than normal.
A character can double their daily progress by increasing the craft DC by 5. For each 5 they increase the DC, the base progress increases by another multiple (+10=3x, +15=4x and so on). See Unchained crafting rules.

Diplomacy

The character can be a subtle manipulator or avoid suspicion when gathering information.

Avoid Suspicion: By accepting a -20 penalty to their Diplomacy check, a character attempting to gather information can prevent others from knowing they were asking questions. Any entities that might otherwise have noticed the attempt fail to do so.

Subtle Diplomacy: By accepting a -20 penalty to their Diplomacy check, a character can make a request or influence an attitude without the target knowing the attempt was made.

Disable Device

The character can rush his or her attempt, reducing the amount of time it takes to disable a device or open a lock.

DC Modifier Task
+20 Disable device as a full-round action.
+30 Open lock as a move-equivalent action.
+50 Disable device as a move-equivalent action.
+60 Open lock as a free action.
+100 Disable device as a free action.

Quick Disable: A character can try to disable a device more quickly than normal. To reduce the time required to disable any device apply the above modifiers to the DC, this decision must be made before the attempt is made.

Disguise

The character can effectively disguise themself into a new size.
Change Form: With a successful Disguise check against a DC 50 a character can change their form as if under Alter Self, with all the bonuses except without the normal +10 bonus to disguise for using a polymorph effect. Any normal penalties to the Disguise check, such as for a different size category, still apply. This effect lasts 24 hours or until the disguise is removed.

Escape Artist

The character can pass through spaces smaller than his or her head, or even through a wall of force.

DC Task
80 Extremely tight space.
120 Pass through wall of force.
+10 Quick escape.

Extremely Tight Space: This is the DC for getting through a space when one’s head shouldn’t even be able to fit; this can be as small as 2 inches square for Medium-size creatures. Halve this limit for each size category less than Medium-size; double it for each size category greater than Medium-size. If the space is long, such as in a chimney, multiple checks may be called for.

Pass Through Wall of Force: This allows a character to find a gap of weakness in a wall of force (or similar force effect) and squeeze through it.

Quick Escape: A character can accept a –10 penalty to Escape Artist to reduce the time required to escape by half. Escaping from a grapple is a move action, effects that require a full-round action becomes a standard action, and other effects require half the normal time.

Handle Animal

The character can handle creatures other than animals, and can teach or train in much less time than normally required.

DC Task Time
30+HD Rear magical beast 1 year
35+HD Rear vermin 6 months
40+HD Rear other creature Varies
+50 Reduce time to teach a trick to... 1 day
+50 Reduce time to teach a purpose by... 1/5th
+75 Reduce time to teach a trick to... 1 hour
+75 Reduce time to teach a purpose by... 1/10th
+100 Reduce time to teach a trick to... 1 minute
+100 Reduce time to teach a purpose by... 1/20th

Rear Creature: A character can rear non-animal creatures at a higher DC with DM's approval. The creature must still be one appropriate for training.

Reduce Time: A character can reduce the time to teach a creature a purpose or trick by increasing the DC as above.

Heal

The character can simulate curative magic or greatly speed a patient’s recovery of hit points.

DC Task
50 Trigger second healing surge.
50 Quicken recovery.
75 Trigger two surges.
100 Perfect recovery.
100 Trigger three surges.
125 Trigger full heal.

Trigger Healing Surge: As a standard action at DC 50 a character can trigger a healing surge in another willing creature (or themselves) for a second time in an encounter. At DC 75 two surges can be triggered at once for the cost of one, or one surge cost can be used to heal 1d4+1 ability damage. At DC 100 three surges can be triggered at once for the cost of one, 1d8+1 ability damage can be healed at the cost of one surge, or 1 negative level can be healed at the cost of two surges. At DC 125 the target has their hit points fully healed at the cost of one surge, or 2 negative levels at the cost of two surges.

Quicken Recovery: The character can allow a character to regain hit points in a single hour as if he or she had provided long-term care for a full day. The character can quicken the recovery of up to six patients at a time. No character’s recovery can be quickened more than once per day.

Perfect Recovery: The character can allow a character to regain hit points in a single hour as if he or she had provided long-term care for a full week. The character can use perfect recovery on up to six patients at a time. No character’s recovery can be perfected more than once per day, nor can perfect recovery and quicken recovery both be used on the same patient in the same day.

Intimidate

Intimidate does not possess an additional epic use.

Knowledge

Knowledge does not possess an additional epic use.

Linguistics

The character can decipher magic scrolls and forge handwriting he or she hasn't even seen.

DC Task
50+Spell Level Decipher a written spell without read magic.
+50 Forge documents without a written sample.
+30 Comprehend unfamiliar language.

Forge Document Without Sample: The character can forge a document without having seen a similar document or having a sample of the handwriting to be copied.

Comprehend Unfamiliar Language: The character can make a check as if translating a written piece of text at +30 to the DC to fully comprehend a spoken language. Understanding a language does not let you accurately speak it.

Perception

The character can sense magical auras or detect an illusion.

DC Task
60 Sense magic.
60+spell DC Defeat illusion

Sense Magic: The character sense the presence of any active magical effects in an area being searched. This might include an active spell, a magic trap, or even just a magic item lying amid a pile of mundane items. You can't determine the number, strength, or type of the effects.

Defeat Illusion: The character can automatically detect any illusion for what it truly is. No Will save is required, and the character doesn’t have to interact with the illusion.

Perform

The character can sway an audience’s attitude with his or her performance.
Sway Audience: You can use Perform as Diplomacy to influence creatures, but increase the DCs by +20.

Profession

Profession does not possess an epic usage.

Ride

The character can stand upon his or her mount in combat, control it with a thought, or use it for cover while riding.

DC Task
40 Stand on mount.
50 Free control.
60 Attack from cover.

Stand on Mount: The character stands on his or her mount’s back even during movement or combat. The character takes no penalties to actions while doing so

Free Control: As a free action, the character can attempt to control their mount while in combat. If the character fails, he or she controls the mount as a move-equivalent action. You must use this option before spending your move action for the round.

Attack from Cover: The character can drop down and hang alongside his or her mount as an immediate action, using it as cover. They can attack and cast spells while using his or her mount as cover without penalty. If the character fails, he or she doesn’t get the cover benefit. Recovering from this position is a free action.

Sense Motive

The character can discern a target’s alignment and even detect surface thoughts.

DC Task
60 Discern partial alignment.
80 Discern full alignment.
100 Detect surface thoughts.

Discern Partial Alignment: The character discern one component of a target’s alignment. When making the check, the character states whether they are trying to discern the law-chaos or good-evil component. A character can’t retry the check, and they can’t use this
to discern more than one component of the alignment. The target must be visible and within 30 feet of the character. This takes a standard action.

Discern Full Alignment: This use of the skill lets a character determine both components of a target’s alignment. The character can’t retry the check. The target must be visible and within 30 feet of the character. This takes a standard action.

Detect Surface Thoughts: This lets a character read the surface thoughts of a single target (as the 3rd-round effect of the detect thoughts spell). There is no saving throw to resist this effect, though the target can use Bluff to disguise his or her surface thoughts, in which case this becomes an opposed check; any result lower than 100 automatically fails. The target must be visible and within 30 feet of the character. This takes a standard action.

Sleight of Hand

The character can lift another’s weapon and perform major feats of legerdemain.

DC Task
50 Lift a medium object from a person, such as a one-handed weapon.
70 Lift a large object from a person, such as a two-handed weapon or shield.
80 Make a creature or object "disappear."

Lift an Object: This works like taking an object unnoticed, and does not work on items a creature is actively holding.

Make Something Disappear: A character can make an adjacent, willing creature or object of the character’s size or smaller “disappear” while in plain view. In fact, the willing creature or object is displaced up to 10 feet away; make a separate Stealth check to determine how well the “disappeared” creature or object is hidden.

Spellcraft

The character can identify properties of a magic item without use of detect magic.
Identify Magic Item: By increasing the DC by +60 and with a full-round inspection, the character identifies all properties of a single magic item (including command words and charges remaining) without the use of detect magic. A character can’t attempt this on the same item more than once.

Stealth

The character can hide others as well as hiding themself.
Hide Another: By accepting a -30 penalty on their Stealth check, a character can hide another adjacent creature whose size is no more than one category larger than the character’s own. Modifiers to the check for the size of the creature still apply, as do all other penalties, including those for moving faster than half speed. Likewise, a character can only hide another creature when it is not under direct observation by a third party. The creature the character hides remains hidden until it is spotted or it takes some other action that breaks its stealth, as normal.

Survival

The character can ignore the effects of terrain on movement, withstand even the harshest weather, and determine the direction to a location on the same plane.

DC Task
40 Get along in the wild while moving at full speed. The character can provide food and water for one other person for every 2 points by which the check result exceeds 40.
60 Automatically succeed on all Fort saves against severe weather. The character can extend this benefit to one other character for every 2 points by which the check result exceeds 60.
60 Ignore overland movement penalties of terrain. The character can move at full overland speed regardless of terrain. The character can extend this benefit to one other character for every 5 points by which the check result exceeds 60.
+20 Identify race/kind of creatures by tracks.

Wherever the character is, they can determine the direction to a location on the same plane.

DC Task
40 Very familiar.
60 Studied carefully.
80 Seen casually.
100 Viewed once.
120 Description only.

With a successful check, the character knows the direction to the desired location. This merely points the character in the direction of the location; it doesn’t provide him or her with information on how to get there, nor does it take into account any obstacles in the path. “Very familiar” represents a place where the character has been very often and where he or she feels at home. “Studied carefully” represents a place the character knows well, either because he or she has been there often or has used other means to study the place. “Seen casually” is a place that the character has viewed more than once, but which he or she has not studied. “Viewed once” is a place that the character has seen once, possibly using magic. “Description only” is a place whose location and appearance the character knows through someone else’s description.

Use Magic Device

Use Magic Device does not possess an epic usage.