| Task Heal | DC | |
| First aid | 15 | |
| Long-term care | 15 | |
| Treat wound from caltrop, spike growth, or spike stones | 15 | |
| Treat poison | Poison's save DC | |
| Treat disease | Disease's save DC |
| Long Jump Distance | Jump DC1 | |
| 5 feet | 5 | |
| 10 feet | 10 | |
| 15 feet | 15 | |
| 20 feet | 20 | |
| 25 feet | 25 | |
| 30 feet | 30 | |
| 1 Requires a 20-foot running start. Without a running start, double the DC. |
| High Jump Distance1 | Jump DC2 | |
| 1 foot | 4 | |
| 2 feet | 8 | |
| 3 feet | 12 | |
| 4 feet | 16 | |
| 5 feet | 20 | |
| 6 feet | 24 | |
| 7 feet | 28 | |
| 8 feet | 32 | |
| 1 Not including vertical reach; see below. | ||
| 2 Requires a 20-foot running start. Without a running start, double the DC. |
| Creature Size | Vertical Reach | |
| Colossal | 128 ft. | |
| Gargantuan | 64 ft. | |
| Huge | 32 ft. | |
| Large | 16 ft. | |
| Medium | 8 ft. | |
| Small | 4 ft. | |
| Tiny | 2 ft. | |
| Diminutive | 1 ft. | |
| Fine | 1/2 ft. |
| Listen DC | Sound | |
| 10 | A battle | |
| 0 | People talking1 | |
| 5 | A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise. | |
| 10 | An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise | |
| 15 | A 1st-level rogue using Move Silently to sneak past the listener | |
| 15 | People whispering1 | |
| 19 | A cat stalking | |
| 30 | An owl gliding in for a kill | |
| 1 If you beat the DC by 10 or more, you can make out what's being said, assuming that you understand the language. |
| Listen DC Modifier | Condition | |
| +5 | Through a door | |
| +15 | Through a stone wall | |
| +1 | Per 10 feet of distance | |
| +5 | Listener distracted |
| Surface | Check Modifier | |
| Noisy (scree, shallow or deep bog, undergrowth, dense rubble) | 2 | |
| Very noisy (dense undergrowth, deep snow) | 5 |
| Lock | DC | Lock | DC | |
| Very simple lock | 20 | Good lock | 30 | |
| Average lock | 25 | Amazing lock | 40 |
| Perform DC | Performance | |
| 10 | Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/day. | |
| 15 | Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day. | |
| 20 | Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation. | |
| Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation. | ||
| 30 | Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings. |
| Task | Ride DC | Task | Ride DC | |
| Guide with knees | 5 | Leap | 15 | |
| Stay in saddle | 5 | Spur mount | 15 | |
| Fight with warhorse | 10 | Control mount in battle | 20 | |
| Cover | 15 | Fast mount or dismount | 201 | |
| Soft fall | 15 | |||
| 1 Armor check penalty applies. |
| Task | Search DC | |
| Ransack a chest full of junk to find a certain item | 10 | |
| Notice a typical secret door or a simple trap | 20 | |
| Find a difficult nonmagical trap (rogue only)1 | 21 or higher | |
| Find a magic trap (rogue only)1 | 25 + level of spell used to create trap | |
| Notice a well-hidden secret door | 30 | |
| Find a footprint | Varies2 | |
| 1 Dwarves (even if they are not rogues) can use Search to find traps built into or out of stone. | ||
| 2 A successful Search check can find a footprint or similar sign of a creature's passage, but it won't let you find or follow a trail. See the Track feat for the appropriate DC. |
| Task | Sense Motive DC | |
| Hunch | 20 | |
| Sense enchantment | 25 or 15 | |
| Discern secret message | Varies |
| Sleight of Hand DC | Task | |
| 10 | Palm a coin-sized object, make a coin disappear | |
| 20 | Lift a small object from a person |
| Common Languages and Their Alphabets | |||
| Language | Typical Speakers | Alphabet | |
| Abyssal | Demons, chaotic evil outsiders | Infernal | |
| Aquan | Water-based creatures | Elven | |
| Auran | Air-based creatures | Draconic | |
| Celestial | Good outsiders | Celestial | |
| Common | Humans, halflings, half-elves, half-orcs | Common | |
| Draconic | Kobolds, troglodytes, lizardfolk, dragons | Draconic | |
| Druidic | Druids (only) | Druidic | |
| Dwarven | Dwarves | Dwarven | |
| Elven | Elves | Elven | |
| Giant | Ogres, giants | Dwarven | |
| Gnome | Gnomes | Dwarven | |
| Goblin | Goblins, hobgoblins, bugbears | Dwarven | |
| Gnoll | Gnolls | Common | |
| Halfling | Halflings | Common | |
| Ignan | Fire-based creatures | Draconic | |
| Infernal | Devils, lawful evil outsiders | Infernal | |
| Orc | Orcs | Dwarven | |
| Sylvan | Dryads, brownies, leprechauns | Elven | |
| Terran | Xorns and other earth-based creatures | Dwarven | |
| Undercommon | Drow | Elven |
| Spellcraft DC | Task | |
| 13 | When using read magic, identify a glyph of warding. No action required. | |
| 15 + spell level | Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) No action required. No retry. | |
| 15 + spell level | Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours. | |
| 15 + spell level | Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required. | |
| 15 + spell level | When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required. | |
| 19 | When using read magic, identify a symbol. No action required. | |
| 20 + spell level | Identify a spell that's already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry. | |
| 20 + spell level | Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry. | |
| 20 + spell level | Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action. | |
| 25 + spell level | After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry. | |
| 25 | Identify a potion. Requires 1 minute. No retry. | |
| 20 | Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result. | |
| 30 or higher | Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry. |
| Condition | Penalty | |
| Per 10 feet of distance | 1 | |
| Spotter distracted | 5 |
| Survival DC | Task | |
| 10 | Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10. | |
| 15 | Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15. | |
| 15 | Keep from getting lost or avoid natural hazards, such as quicksand. | |
| 15 | Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance. | |
| Varies | Follow tracks (see the Track feat). |
| Water | Swim DC | |
| Calm water | 10 | |
| Rough water | 15 | |
| Stormy water | 201 | |
| 1 You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted. |
| Tumble DC | Task | |
| 15 | Treat a fall as if it were 10 feet shorter than it really is when determining damage. | |
| 15 | Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice of order in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC. |
|
| 25 | Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the Tumble DC. |
| Surface Is . . . | DC Modifier | |
| Lightly obstructed (scree, light rubble, shallow bog1, undergrowth) | +2 | |
| Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) | +5 | |
| Lightly slippery (wet floor) | +2 | |
| Severely slippery (ice sheet) | +5 | |
| Sloped or angled | +2 | |
| 1 Tumbling is impossible in a deep bog. |
| Task | Use Magic Device DC | |
| Activate blindly | 25 | |
| Decipher a written spell | 25 + spell level | |
| Use a scroll | 20 + caster level | |
| Use a wand | 20 | |
| Emulate a class feature | 20 | |
| Emulate an ability score | See text | |
| Emulate a race | 25 | |
| Emulate an alignment | 30 |
| Use Rope DC | Task | |
| 10 | Tie a firm knot | |
| 101 | Secure a grappling hook | |
| 15 | Tie a special knot, such as one that slips, slides slowly, or loosens with a tug | |
| 15 | Tie a rope around yourself one-handed | |
| 15 | Splice two ropes together | |
| Varies | Bind a character | |
| 1 Add 2 to the DC for every 10 feet the hook is thrown; see below. |