... and here are the nicely formatted Acrobatics and Intimidation skills.

Acrobatics
Acrobatics is a movement skill. It allows you to land a fall more gracefully, maneuver around opponents, and move over terrain that would otherwise block or simply not support you. Those really skilled in acrobatics can even walk on the air itself or catch a ride on bolts of lightning.
Key Attribute: Dexterity

Base DCs and Modifiers
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I'll add these after I remember table coding for the site :-/



Untrained Uses
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Run Over Difficult Surface
Slippery or obstructed surfaces don’t lend themselves to heroic charges, since heroic slipping isn’t awesome. You must succeed at an acrobatics check to run or charge over obstructed or uneven surfaces, though you may take double moves without making this check. The DC to charge or run over an uneven or sloped floor is 8, and you suffer a penalty to your check based on the conditions of the surface. Just to be clear, you never need to succeed on a check to run or charge over an unobstructed surface. Any check against this DC is due to the presence of hindering conditions on the surface.

Base DC: 8
Check Result:
  • DC and above: You may run or charge over the surface without issue.
  • DC-1 to DC-5: You may run or charge up to the difficult surface, but you stop after the first space. This ends your current move action, but you may spend remaining actions this round normally.
  • DC-6 and below: You fall prone in the first difficult square you reach. This ends your current move action, but you may spend remaining actions this round normally.


Rank 1 Uses
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Cross Narrow Surface
Once in a while you need to stick to a narrow ledge on a crumbly cliff or walk across a tight rope across a gap between buildings. As a move action, you can make an acrobatics check to cross narrow, precarious surfaces. The DC for this check is determined by the surface width, as indicated in the table above, and you suffer a penalty to your check based on the conditions of the surface. Please see the check results below for the actions required to cross the surface.

While moving on a precarious surface you are flatfooted. If you take damage exceeding your acrobatics ranks while moving or standing on a narrow surface you must immediately make a new balance check against the surface’s DC. Unlike the standard check, if you do not succeed on this check by matching or exceeding the DC you fall immediately in the space you took the damage. Additionally, taking any damage while crossing a narrow surface ends your movement in the space where you were damaged, whether you pass the check or not.

Note: While it is possible to charge across a narrow surface, it is difficult since you must declare a charge action before you begin your movement. Taking a charge action requires two successful acrobatics checks (or one really good one) because you need to make a check per movement action, and minor successes may not grant you the distance you need to reach your target. If you declare a charge action but fail to reach your target, you still suffer the -2 AC penalty (unless you fell down, in which case you take the prone penalty instead).

Base DC: Surface width DC
Check Result:
  • DC+10 and above: You may take a Run action to cross the surface, or may take two move actions at full speed without making additional checks. You must make an additional check for any further move actions to cross the surface.
  • DC+5 to DC+9: You may take a single move action to cross the surface at full speed. You must make an additional check for any further move actions to cross the surface.
  • DC+0 to DC+4: You may take a single move action to cross the surface at half speed. You must make an additional check for any further move actions to cross the surface.
  • DC-1 to DC-5: You are unable to find footing, and your move action ends immediately before you would have entered the narrow area. If you are already in the area, you make no progress. If you made this check in response to taking damage in excess of your acrobatics ranks, treat this result as if you had rolled the worse result below.
  • DC-6 and below: You slip and fall in the first space of the narrow area you enter, falling off of the surface and landing prone on the ground beneath it. You suffer damage from the fall as normal.


Reduced Impact
Sometimes there’s just no avoiding a fall, so it’s a good thing you know how to roll with them. If you succeed on a DC 15 acrobatics check, you treat your fall as if it were shorter than it was. The exact decrease in fall height is determined by your check result.

Base DC: 15
Check Result:
  • DC+10 and above: Treat your fall as if it were 40’ shorter.
  • DC+5 to DC+9: Treat your fall as if it were 20’ shorter.
  • DC+0 to DC+4: Treat your fall as if it were 10’ shorter.
  • DC-1 and below: You gain do not reduce damage from the fall.


Rank 4 Uses
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Tumble Around Opponents
Opponents with weapons generally stab you when you try to move around them. This ability allows you to move through threatened spaces, both occupied and unoccupied, without provoking attacks of opportunity, though you may not use this ability in liquid that rises above your knee. This check is made per creature you are tumbling past as a non-action occurring during your regular move, but you do not make the check until your first action that would provoke an attack of opportunity from them. The DC is 10 + their base attack bonus, +2 for each enemy you have previously attempted to tumble past this round, and you suffer a penalty to your check based on the conditions of the surface.

Base DC: 10 + the opponent’s BAB, +2 for each prior opponent attempted this round
Check Result:
  • DC+10 and above: For the remainder of this round you may move through spaces threatened or occupied by this opponent as if they were clear spaces. None of this movement provokes attacks of opportunity from this opponent.
  • DC+5 to DC+9: For the remainder of this round you may move through spaces threatened by this opponent as if they were clear spaces, and through spaces occupied by this opponent as if they were difficult terrain (spending 2 squares of movement for each space). None of this movement provokes attacks of opportunity from this opponent.
  • DC+0 to DC+4: For the remainder of this round you may move through spaces threatened by this opponent as if they were difficult terrain (spending 2 squares of movement for each space). This movement does not provoke attacks of opportunity from this opponent, though you do still provoke attacks of opportunity if you choose to move at your full speed through their threatened area or if you move into the space that they occupy.
  • DC-1 to DC-5: Any movement through their threatened area will provoke attacks of opportunity as normal.
  • DC-6 and below: Any movement through their threatened area will provoke attacks of opportunity as normal, and they gain a +3 bonus to attacks of opportunity made against you.


Rank 6 Uses
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Competent Balancer
You are no longer flatfooted when balancing on a narrow surface. You must still make a check when you take damage while crossing a perilous surface, but you suffer much less from these interruptions. You must still make a check when you take damage while balancing, but you may continue your movement afterwards if you you succeed on the check. If you fail this check by 5 or less, you end your movement where you were damaged but do not fall. If you fail the check by more than 5 points you fall from the space where you were injured.

Base DC: As Cross Narrow Surface
Check Result: Special. Modifies special check results from Cross Narrow Surface ability.


Rank 8 Uses
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Tumble Into The Wind
If you know how to orient yourself, you can ride the air to the ground from nearly any height. With an acrobatics check, you may function as if under a variant of the feather fall spell, significantly reducing the damage you suffer from the fall. The DC for this check is 24, and each additional check during the same fall suffers a cumulative +2 penalty to the check DC. You may dismiss this effect at any time, resuming a normal fall.

Base DC: 24, +2 for each prior check during this fall
Check Result:
  • DC+10 and above: You function as if under the effects of a feather fall spell, falling only 60 feet per round, until you reach the ground.
  • DC+5 to DC+9: You function as if under the effects of a feather fall spell, falling only 60 feet per round, for up to 4 rounds. After this time you resume falling as normal unless you succeed on an additional check.
  • DC+0 to DC+4: You function as if under the effects of a feather fall spell, falling only 60 feet per round, for 1 round. After this time you resume falling as normal unless you succeed on an additional check.
  • DC-1 to DC-5: You fall up to 200 feet this round, benefitting from a minor form of feather fall. After this time you resume falling as normal unless you succeed on an additional check. If you hit the ground while under this limited effect, you only suffer damage for half of the distance fallen at this rate, up to a maximum of 10d6 damage.
  • DC-6 and below: You fall the maximum 2000 feet this round, suffering damage as normal from a fall of whatever height you began the round at (maximum 20d6 damage). On the off chance that you don’t hit the ground this round you may make another check next round.


Rank 10 Uses
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Light As A Feather
You can balance on an object that shouldn’t really be able to support your weight, like the top of a tree, your opponent’s outstretched sword, or an arrow that someone shot at you. While you are defying gravity like this, you treat the object supporting you as solid ground. This allows you to leap from treetop to treetop, stab your opponent in the face while standing on his blade, surf a ballista bolt right into the enemy lines, etc. You can jump off of it, walk along it (though many are treated as narrow surfaces), etc.; any action that you could perform with an object that could support your weight is a valid action to take while under this effect. The length of time you can ignore gravity in this way is dependant on your check result. When the duration expires you may not attempt to extend the effect with another check, you either fall to the ground or maintain your position with other skills.

Balancing on treetops or other largely stationary objects is something that simply that occurs when your movement ends on them. Attempting to balance on an object passing through your square or an adjacent square requires an immediate action, and may also require some setup. If you wish to perch on a weapon after it misses you, you must have spent your turn fighting defensively or taking the full defense action. If the attack misses you by more than 5, the defensive setup is not required. Attacks that are not aimed at you, but pass through your square, are considered to have missed you by more than 5. Attacks that originate below you, which you can simply hop down onto, are included in this group. It should go without saying, but if an attack hits you, you may not attempt to balance on it.

Once you have a qualifying attack, you may need to hop up to it. If the attack was aimed at your approximate level, you must succeed on a DC 15 jump check to hop upon the object before you can attempt to balance on it. Objects beneath you do not require this jump check, you simply land on them (and may suffer falling damage depending on the distance fallen). No additional action or roll is needed to intercept something in mid air, it happens automatically as part of the ability.

Base DC: 26
Check Result:
  • DC+10 and above: You can stand atop the object for as long as you like.
  • DC+5 to DC+9: You can stand atop the object for up to 4 rounds before gravity catches back up to you.
  • DC+0 to DC+4: You can stand atop the object for up to 1 round before gravity catches back up to you.
  • DC-1 to DC-5: Gravity never lets go of you, and you land on the ground normally. If you were attempting to land on a projectile you run it into the ground.
  • DC-6 and below: Gravity is a harsh mistress. Not only does it not let you go, but you land prone. If you were attempting to land on a projectile you run it into the ground.


Run on Water
Moving across things that you normally fall into requires a keen sense of balance and a bit of momentum. You can move across liquids without sinking into them, but unlike a narrow ledge it is easiest to do this while running. The base DC for this check is 28, and already includes the DC adjustment for slightly slippery surfaces. It is modified by additional surface conditions as normal; choppy water might be considered light obstruction, for example. Generally you must begin outside or above the liquid to balance upon it, though it is possible to climb out of it with a sufficient check. Once you declare that you are using this ability you must use the minimum action listed in the check result, though you can use a more effective movement action if you like.

Damage from spells or weapons still prompts an immediate check. The results of this check replace your original check if they are worse, indicating that the distraction caused you to miss a step. If you take damage after you have taken your turn, you fall in if your new check result requires a greater action than you used on your turn. You can use this ability to move over the surface of a damaging liquid, like acid or lava or whatever, but you’re not entirely protected from it. You take only minimum damage from the liquid, and are only required to make saves for conditions arising from exposure, not from immersion. This damage does not prompt a new acrobatics check.

Note: In some really fantastic cases it’s possible for the Run on Water and the Cross Narrow Surface ability to apply to the same situation, such as when you need to walk on a narrow stream of water drifting through the void. In those cases, add the DC for the narrow width or the slant of the surface to the DC to Run on Water and subtract 5 from the total. This new DC is the DC to Run on Water on the surface in question, and all of the regular penalties and rules for running on liquids apply.

Base DC: 28
Check Result:
  • DC+10 and above: You need not use any movement action to remain balanced upon the liquid’s surface. You can really just stand there looking awesome if you want to. You may spend your turn on the liquid’s surface doing whatever you like, this writer recommends break dancing. You may also climb out of the liquid and balance atop it as a move action if you were swimming in it previously.
  • DC+5 to DC+9: You must use at least a move action to remain balanced upon the liquid’s surface. You may use your other action to do whatever you like. You may also climb out of the liquid and balance atop it as a double move action if you were swimming in it previously.
  • DC+0 to DC+4: You must use a Run action to remain balanced upon the liquid’s surface, even if the stream is only 10 feet wide. This uses up your turn, but keeps you dry.
  • DC-1 to DC-5: You must use a Run action to remain balanced upon the liquid’s surface, even if the stream is only 10 feet wide. Which is good, because you lose 15% of your maximum run distance for each point that you failed the check by. If you are still on the liquid’s surface when you reach the edge of your reduced run action, you fall in immediately. At that point you can begin swimming on your next turn.
  • DC-6 and below: You must use a Run action, but it doesn’t really help you. You fall in as soon as your feet try to balance on the surface of the liquid. You can begin swimming on your next turn.


Rank 12 Uses
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Dance on Clouds
Once you can run on water, dancing on clouds is the next step. With an acrobatics check you can run on clouds, smoke, exhaust, snowflakes, etc.; if you can see it in the air you can use it as a floor. The base DC is 30, and you suffer a penalty to your check based on the conditions of the clouds. This ability has the same action requirements and success thresholds as the Run on Water ability. Movement with this ability is subject to the same restrictions as the air walk spell, and inclines do increase the DC as indicated in the surface adjustments.

In all other respects, including taking damage while using the ability and walking on a damaging cloud, this ability function as the Run on Water ability.

Base DC: 28
Check Result: As Run on Water ability.


Rank 14 Uses
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Skip on air
After you can dance on clouds, it’s not really a stretch to skip on the air between them. With an acrobatics check you can balance on the air itself, no longer needing to see it to make things work. The base DC for this ability is 32, and you suffer a penalty to your check based on the conditions of the air. This ability has the same action requirements and success thresholds as the Run on Water ability. Movement with this ability is subject to the same restrictions as the air walk spell, and inclines do increase the DC as indicated in the surface adjustments.

In all other respects, including taking damage while using the ability and walking on a damaging invisible gas, this ability function as the Run on Water ability.

Base DC: 32
Check Result: As Run on Water ability.


Rank 16 Uses
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Ride the Rays
Even lightning will hold you up for a time. In addition to the physical objects that you can stand atop with your Light as a Feather ability, you can also balance upon rays and bolts of energy. Any energy or ray attack that requires an attack roll or line effect that allows a reflex save is a valid object for you to balance atop and ride, but requires a DC 37 acrobatics check to stay atop. This ability functions in all other ways as your Light as a Feather ability, including setup requirements.

Base DC: 37
Check Result: As Light as a Feather ability, except as follows
  • DC-6 and below: Gravity is a harsh mistress. Not only does it not let you go, but you suffer full effects from the ray, bolt, or line effect you were attempting to balance upon. You may roll a save if the effect grants one. You do not land prone, however, and that’s something right?


Intimidation
The intimidation skill is a social skill involving the threat of force, violence, and other unpleasantries. With it you can scare people into helping or running from you. Those who practice intimidation intensely can scare off larger groups of people, demand obedience from others, and break fear’s grasp over people.
Key Attribute: Charisma

Suggested Rule Change
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In the interest of avoiding intimidation / fear parties, we recommend that you do not stack fear effects. No other similar condition stacks, and the incentives are weird if you do so with fear. You don't have to use this change if you don't want to, but you should understand that this skill is significantly more powerful if you can stack fear effects, and should consider not allowing rushing.


Check Modifiers
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I'll add these after I remember table coding for the site :-/


Rank 1 Uses
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Help Me Out Here, Or Else
Fear is a powerful tool in social interactions. If you have at least one minute to interact with someone, you may make someone temporarily more “helpful”. The base DC for this check is 15 + their CR, and you gain a bonus or penalty to your check as indicated in the conditions listed above. The DC is also modified by other situational events as indicated in the table above.

Each intimidation attempt lowers the target’s actual attitude towards you by one step, regardless of whether the check succeeds or fails. If you beat your target’s check result, you may treat the target as friendly towards you, but only for the purpose of actions taken while it remains intimidated. The target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. The duration of this effect depends on your check result. As long as your attempt is successful and you are still present at its expiration, you are entitled to an intimidation check as a standard action to extend the effect without the normal rush penalty.

Base DC: 15 + Character Level
Check Result:
  • DC+10 and above: The target is really, really scared of you. They are treated as friendly whenever you interact with them, but they go out of their way to avoid you and may be difficult to track down. They probably leave town or go underground as soon as possible even. This effect lasts until their CR increases or they witness you being defeated.
  • DC+5 to DC+9: The target believes that bad things will happen if they don’t try to placate you. They are treated as friendly towards you for 1d6 hours, until their CR increases, or they witness you being defeated.
  • DC+0 to DC+4: The target believes that bad things will happen if they don’t try to placate you. They are treated as friendly towards you for 1d6 minutes.
  • DC-1 to DC-5: Though you may actually be scary, the target isn’t moved and remains uncooperative.
  • DC-6 and below: The target thinks you’re rather annoying when you try to be scary. They openly mock you, provide you with incorrect or useless information, or otherwise frustrate your efforts.


Rank 4 Uses
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Shake Resolve
With threats, gestures, and posture you can make even the bravest foe cower. You may attempt to scare off an enemy rather than, or in addition to, trying to stab them in the face. As a standard action, you may attempt to shake the resolve of one target who is either adjacent to you or within your threatened area. The base DC for this check is 15 + their CR. You gain a bonus or penalty to your check as indicated in the conditions listed above. The exact effects are dependent upon your check result. This is a [Fear] effect.

Note that the conditions generated do not stack with additional uses of this ability or with uses of this ability from other sources.

Base DC: 15 + Character Level
Check Result:
  • DC+10 and above: The target is panicked for 1 round, plus 1 additional round for each 2 points your check exceeded 10 over the DC. After this duration they are frightened for 3 rounds, and then shaken for 4 more rounds.
  • DC+5 to DC+9: The target is frightened for 1 round, plus 1 additional round for each 2 points your check exceeded 5 more than the DC. After this duration they are shaken for 4 more rounds.
  • DC+0 to DC+4: The target is shaken for 2 rounds, plus 1 additional round for each 2 points your check exceeded the DC.
  • DC-1 and below: You fail to shake the resolve of your opponent. It’s time to try old fashioned killing.


Rank 6 Uses
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Shout Them Down
It's easy to project an air of confidence and menace when you know what you're doing. You can get multiple creatures to run from you instead of fighting. When you use the Shake Resolve ability you may target all individuals in your threatened area. For the purposes of this ability, your threatened area is considered to reach an additional 5 feet for every 2 ranks in intimidation above 6 you possess. You may exclude any targets within this area that you like from the effect. You must have line of sight to a target to affect them. No matter how many targets you attempt to affect with this ability, you only make one check. That result is then compared to the DCs for each target. This ability otherwise functions like the Shake Resolve ability.

Snap Out Of It
Intimidation is a skill all about making people afraid of you, and that fear can be used to break people free from the grip of inaction. Maybe you threaten them, maybe you just glare, the simple fact is that you can shake your friends (or your "friends", in some cases) free of [Fear] effects and the stun condition. You may only affect these conditions if their remaining duration is less than 1 hour. You cannot affect yourself with this ability, however, as those conditions detract from your ability to rouse the necessary scariness. To shock someone free, you make an intimidation check as a standard action. The DC is the effect’s save DC + the effect’s level (in the case of spells like Fear) or 10 + the effect user’s character level + the effect user’s Chr modifier (in the case of supernatural abilities without an effect level, or an intimidation ability used against you). If you succeed on the check, you suppress the ability as indicated in the check result table below, affecting up to 1 target per 2 ranks in intimidation. Only make one roll for the round, and compare that roll to the DCs for each effect to see which are suppressed and which are not.

Base DC: Effect Save DC + Effect level, or 10 + User’s Character Level + Cha mod
Check Result:
  • DC+10 and above: You suppress the effect for four rounds without additional checks or actions, at the end of which it is dispelled on your targets. Anyone freed from an effect with this ability is considered to have made a save against it. This probably annoys whoever placed the effect on them in the first place since they must reuse the ability, recast the spell, or otherwise restart its effects.
  • DC+5 to DC+9: You suppress the effect in your targets for this round, and may continue suppressing it for up to two additional rounds without an additional check. You must spend a swift action in the additional rounds to keep the effects suppressed however. At the end of that time the effects return if their duration has not expired, though you may make a new check as a standard action to suppress them again.
  • DC+0 to DC+4: You suppress the effect in your targets for this round. Next round the effects return if their duration has not expired, though you may make a new check as a standard action to suppress them again.
  • DC-1 to DC-5: You fail to affect the ability this round, but may try again next round if you like.
  • DC-6 and below: Too much fear isn’t helpful. After accidentally talking them deeper into their condition, you become unable to affect this instance of the ability at all. Any further retries are futile, and you should really find something else to do with your actions next round.


Rank 8 Uses
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New Orders
You’ve learned which tones of voice work best to get people to obey you without thought. Under most circumstances you can make a target drop what they’re doing and follow your orders instead. As a standard action, you can make a demand of a target that they may follow without question. Targets must be able to see and hear you clearly to be affected by this ability, and may not be currently engaged in combat with you. The base DC for this check is 15 + their CR. You gain a bonus or penalty to your check as indicated in the conditions listed above. Targets also become resistant to your control, and you suffer a cumulative +3 penalty to the DC for each additional attempt you make on a target. It is difficult to catch a target more than once with this ability.

If you succeed, they follow brief (20 words or less) instructions from you to the best of their ability. The instructions may not be suicidal or result in obvious harm to the target. This condition is a [Fear] effect. How long they follow your instructions depends on your check result.

Base DC: 15 + Character Level, +3 for each additional check, + conditions
Check Result:
  • DC+10 and above: The target follows your orders for up to 12 hours. They receive a will save every 10 minutes they remain away from you (DC 10 + half your intimidation bonus) to end the effect immediately.
  • DC+5 to DC+9: The target follows your orders for up to 20 minutes. They receive a will save every 5 rounds they remain away from you (DC 10 + half your intimidation bonus) to end the effect immediately.
  • DC+0 to DC+4: The target follows your orders for up to 1 minute. They receive a will save every round they remain away from you (DC 10 + half your intimidation bonus) to end the effect immediately.
  • DC-1 and below: You fail to order the target around, and they react appropriately to such a failure.


Rank 10 Uses
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Cowards, All Of You!
You don’t just shake the resolve of your enemies with your actions and combat prowess, but with your very presence. You don't even have to know a creature is present to make it run from you instead of fighting. When you use the Shout Them Down ability you may reduce your effective reach by 5 feet to eliminate either the line of sight requirement, but the target must still be able to hear or otherwise recognize your presence. This ability otherwise functions like the Shout Them Down ability.


Rank 12 Uses
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Go Jump Off A Cliff
Some tones of voice can override a person's natural sense of self preservation. You have practiced these tones, and may use them where you feel appropriate. When you issue a demand to a creature with the New Orders ability, you may ask them to perform suicidal or obviously harmful actions. You suffer a -5 penalty to your check when you do so.

Additionally, you may now affect all targets within a 10 foot radius with your New Orders ability, or any two targets no farther than 20 feet apart. When you attempt to affect multiple targets, you make only one roll and compare it to each of their DCs.