| Rank | DC | Difficulty | Adjustment |
|---|
| Untrained | 10 | Challeging | +1 |
| Trained | 15 | Hard | +2 |
| Expert | 20 | Very Hard | +5 |
| Master | 25 | Incredibly Hard | +10 |
| Legendary | 30 | Near Impossible | +15 |
| Level | DC | Spell lvl | Spell DC | | Level | DC | Spell lvl | Spell DC |
|---|
| 0 | 14 | 0 | 14 | | 13 | 18 | 7 | 18 |
| 1 | 14 | 1 | 14 | | 14 | 18 | | |
| 2 | 14 | | | | 15 | 19 | 8 | 19 |
| 3 | 15 | 2 | 15 | | 16 | 19 | | |
| 4 | 15 | | | | 17 | 19 | 9 | 19 |
| 5 | 15 | 3 | 15 | | 18 | 20 | | |
| 6 | 16 | | | | 19 | 20 | 10 | 20 |
| 7 | 16 | 4 | 16 | | 20 | 20 | | |
| 8 | 16 | | | | 21 | 21 | | |
| 9 | 17 | 5 | 17 | | 22 | 22 | | |
| 10 | 17 | | | | 23 | 23 | | |
| 11 | 17 | 6 | 17 | | 24 | 24 | | |
| 12 | 18 | | | | 25 | 25 | | |
If the spell is uncommon or rare, its difficulty should be adjusted accordingly
| Proficiency | DC | Success Healing | Critical Healing | Critical Failure |
|---|
| Untrained | 14 | 2d8 | 4d8 | -1d8 |
| Trained | 14 | 2d8 | 4d8 | -1d8 |
| Expert | 15 | 2d8+10 | 4d8+10 | -1d8 |
| Master | 17 | 2d8+30 | 4d8+30 | -1d8 |
| Legendary | 20 | 2d8+50 | 4d8+50 | -1d8 |
| TASK | DC | TIME | SKILL |
|---|
| Convince of something | 15* | 1 minute*** | Diplomacy, Deception |
| Make An Impression | Will DC | 1 minute | Diplomacy, Deception, Intimidation (temporary makes Friendly; attitude shifts to unfriendly or lower after that) |
| Overcome Intransigence | Will DC | 1 minute*** | Diplomacy, Intimidation (but attitude shifts 1 step lower), Performance |
| Request**** | 15** | 1 action | Diplomacy, Intimidation (attitude shifts to unfriendly or lower after that) |
*Modified by relationship.
**Modified by relationship and risk vs. reward.
***Quick Diplomacy. You can make a check as a standard action by accepting a -5 penalty to the check.
****Cons. In order to pull a con a character simply makes a Bluff check to convince the target that a deal is better than it actually is. It takes 1 minute.
| DC | ATTITUDE (Example) | RISK VS. REWARD JUDGMENT (Example) |
|---|
| -15 | Helpful: (Intimate; someone with whom you have an implicit trust; a lover or spouse) | Fantastic: (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn't important to the character.) |
| -10 | Friendly: (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling) | Good: (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.) |
| -5 | Ally: (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king) | Favorable: (The reward is appealing, but there's risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.) |
| -2 | Acquaintance — Positive: (someone you've met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly) | |
| 0 | Indifferent: (Doesn't care about you either way. Most NPCs start out indifferent.) | Even: (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn't a secret.) |
| +2 | Unfriendly: (someone you've met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice) | |
| +5 | Hostile: (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you) | Unfavorable: (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.) |
| +10 | Personal Foe: (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you're trying to thwart or a bounty hunter sworn to track you down) | Bad: (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.) |
| +15 | Nemesis: (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood) | Horrible: (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.) |
| Type | Force Open DC | Climb DC | Hardness | HP |
|---|
| Wooden Door or Window | 15 (+5 if Hard) | 20 (15 Reinforced) | 10 | 40 |
| Wooden Slats Wall | — | 15 | 10 | 40 |
| Wooden Portcullis | 20 (Lift) | 10 | 10 | 40 |
| Stone Door or Window | 20 (+5 if Hard) | 25 | 14 | 56 |
| Crumbling Masonry Wall | — | 15 | 10 | 40 |
| Masonry Wall | — | 20 | 14 | 56 |
| Hewn Stone | — | 25 | 14 | 56 |
| Iron Door or Window | 25 | 25 | 18 | 72 |
| Iron Wall | — | 30 | 18 | 72 |
| Iron Portcullis | 25 (lift or Bend Bars) | 10 | 18 | 72 |
| Creature Level | XP | Suggested Role | 2 | 3 | 5 | 6 | 7 | 8 |
|---|
| Party level – 7 | 9 | Low-threat lackey | 18 | 12 | 7 | 6 | 5 | 5 |
| Party level – 6 | 12 | Low-threat lackey | 24 | 16 | 10 | 8 | 7 | 6 |
| Party level – 5 | 14 | Low- or moderate-threat lackey | 28 | 19 | 11 | 9 | 8 | 7 |
| Party level – 4 | 18 | Any lackey or standard creature | 36 | 24 | 14 | 12 | 10 | 9 |
| Party level – 3 | 21 | Any lackey or standard creature | 42 | 28 | 17 | 14 | 12 | 11 |
| Party level – 2 | 26 | Any standard creature | 52 | 35 | 21 | 17 | 15 | 13 |
| Party level – 1 | 32 | Any standard creature | 64 | 43 | 26 | 21 | 18 | 16 |
| Party level | 40 | Any standard creature or low-threat boss | 80 | 53 | 32 | 27 | 23 | 20 |
| Party level + 1 | 48 | Any standard creature or low-threat boss | 96 | 64 | 38 | 32 | 27 | 24 |
| Party level + 2 | 60 | Low- or moderate-threat boss | 120 | 80 | 48 | 40 | 34 | 30 |
| Party level + 3 | 72 | Moderate- or severe-threat boss | 144 | 96 | 58 | 48 | 41 | 36 |
| Party level + 4 | 90 | Moderate- or severe-threat boss | 180 | 120 | 72 | 60 | 51 | 45 |
| Party level + 5 | 108 | Severe- or extreme-threat boss | 216 | 144 | 86 | 72 | 62 | 54 |
| Party level + 6 | 135 | Severe- or extreme-threat boss | 270 | 180 | 108 | 90 | 77 | 68 |
| Party level + 7 | 160 | Extreme-threat solo boss | 320 | 213 | 128 | 107 | 91 | 80 |