
Stephen Klauk |

It looks like my 1st attempt to post this got eaten.
Skill Challenges
Skill challenges are activities that occur out of combat to decide the success or failure of group actions. Skill challenges are often used as a method to move from one area to another through a series of obstacles in the group’s way.
For example, a group of adventurers may be looking for a way to enter a city undetected. By using a skill challenge, each character makes a series of skill checks to determine if they are successful or not.
Setting Up a Skill Challenge
A skill challenge requires multiple Skill checks, normally six checks in number, though the GM make extend or shorten the number of checks required. Generally speaking, it is best to use a minimum of 3 diferrent skills for a skill challenge.
The standard DC for a skill challenge is equal to
10 + CR of Skill Challenge
Once the skill challenge DC is set, the GM decides what skill or skills are used for each step of the skill challenge. This is similar to setting up an encounter, but a single failed skill check should never result in a social or combat encounter. The DM should also set what the consequences for failure are, as well as setting up results for varying degrees of success of the skill challenge. The example skill challenges give a list of several sample skill challenges for setting up your own skill challenges.
Performing A Skill Challenge
At the start of a skill challenge, all the involved parties roll initiate. Each character, in turn, performs their skill check. Successes and failures are noted. Play then continues to proceed, starting from the highest initative and working to the lowest.
Describing the Skill Challenge
Simply having characters make a series of skill checks and then reading off the results is very boring and bland. Whenever possible, the GM should give a short description of why the PCs or NPCs are making each skill check. For example, in an obstacle race, when the characters make the Acrobatics (Balance) check, it could represent the characters crossing a log across a muddy bog, or leaping a low stone wall in the way.
Results of a Skill Challenge
Generally speaking, characters must succeed at 50% or more of the skill challenge checks to successfully overcome the skill challenge. For a standard skill challenge, that means the character must succeed at 3 of the 6 Skill check rolls.
If a character gains no successes at all for the skill check (and at least 6 skill checks were required), the character suffers a fumble. A fumble is otherwise a failure. Some skill challenges may have a special result for a fumble.
If a character is unsuccessful, the GM should arrange an encounter at the end of the skill challenge. This can be a combat encounter, trap or other encounter that generally has negative consequences on the character. Failing a skill challenge should never result in outright death, though damage (such as a fall from an open-faced staircase that winds up a tall platuea) is possible.
If the character succeeds at the Skill Challenge, he normally succeeds in whatever task he is attempting to accomplish. If the character exceeds 75% of the skill checks (4 of the 6 skill checks in a standard Skill Challenge), he normally achieves a superior result. If the character succeeds 100% of the Skill Challenge checks, it normally results in a fantastic result with bonus benefits.
Example Skill Challenge
Weather Challenge
Rainstorm CR 1 Skill Challenge DC 11; 6 Survival (Wilderness) checks; Failure: All gear soaked, -2 to all checks until dried; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in a inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early.
Thunderstorm CR 3 Skill Challenge DC 13; 6 Survival (Wilderness) checks; Fumble: Struck by lightning for 3d6 damage; Failure: All gear soaked, -2 to all checks until dried; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in a inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early.
Blizzard CR 5 Skill Challenge DC 15; 6 Survival (Wilderness) checks; Fumble: Suffer 5d6 frostbite damage; Failure: All gear soaked, -2 to all checks until dried, locate feeble natural shelter from storm; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in a inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early.
Hurricaine CR 10 Skill Challenge DC 20; 6 Survival (Wilderness) checks; Fumble: Suffer 10d6 damage from flying debris; Failure: All gear soaked, -2 to all checks until dried, suffer 3d6 damage from debris strikes; Success: Find safe shelter from storm, though it is damaged by the storm; Superior Result (4 skill successes): as success in fortified building or other populated place; Perfect Result (6 successes): As superior result and no storm damage.
Climbing Challenges
Steep staircase up cliff (50 ft. high) CR 1 Skill Challenge DC 11; 6 Acrobatics (Balance) checks;Failure: Slide down stairs for 1d6 damage; Success: Reach top of stairs unharmed at ½ normal movement rate; Superior Result (4 skill successes): Reach top of stairs unharmed at normal movement rate; Perfect Result (6 successes): Reach top of stairs unharmed at double movement rate.
Trap-laden staircase up cliff (50 ft. high) CR 3 Skill Challenge DC 13; 3 Perception (Spot) checks, 6 Acrobatic (Balance) checks; Fumble: Fall off side for 5d6 damage; Failure: Encounter CR 3 trap on stairs half way up, if survived, reach top of stairs at ¼ normal movement rate; Success: Reach top of stairs unharmed at ½ normal movement rate; Superior Result (4 skill successes): Reach top of stairs unharmed at normal movement rate; Perfect Result (6 successes): Reach top of stairs unharmed at double movement rate.
Climb up crumbling rock face (50 ft. high) CR 5 Skill Challenge DC 15; 3 Athletics (Climb) checks, 3 Perception (Spot) checks; Fumble: Pummeled by falling rocks and fall for 5d6 damage; Failure: Fall for 2d6 damage; Success: Reach top of rock face at ¼ normal movement rate; Superior Result (4 skill successes): Reach top of rock face at 1/3 normal movement rate; Perfect Result (6 skill successes): Reach top of rock face at ½ normal movement rate.
Chase Challenges
Open, empty street footchase - CR 1 Skill Challenge DC 11; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: human Rogue 1.
Open, light traffic street footchase CR 3 Skill Challenge DC 13; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: CR 3 opponent.
Evade City Guard CR 4 Skill Challenge DC 14; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Fumble: Captured by city guard without a fight; Failure: Confront city guard, escape if defeat city guard or move 90 ft. or more away from city guard; Success: Evade city guard; Superior Result (4 skill successes): Evade city guard and find disguise to avoid notice; Perfect Result (6 successes): Evade city guard and steal a city guard’s uniform in the process City Guard: Warrior 4
Crowded city footchase - CR 5 Skill Challenge DC 15; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Fumble: Detained by city guard for disrupting city streets and loose track of opponent; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). City Guard: 1d4+2 human Warrior 4; Combat Encounter: CR 10 opponent.
City rooftop footchase - CR 10 Skill Challenge DC 20; 2 Athletics (Run) checks, 2 Athletics (Jump) checks, 2 Acrobatics (Balance) checks; Fumble: Fall for 5d6 damage and loose opponent; Failure: Loose opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: CR 10 opponent.
Race Challenges
Competative Foot Race – CR 1 Skill Challenge DC 11; 6 Athletics (Run) Checks; Failure: Fall 1 step behind opponent(s); Success (3 skill successes): Keep pace in race; Superior Success (4 skill successes): Move 1 step ahead of opponent(s); Perfect Result (6 successes): Move 2 steps ahead of opponents(s). Winner is the character furthest ahead in race.
Competative Obstacle Race – CR 2 Skill Challenge DC 12; 3 Acrobatics (Tumble) checks, 3 Athletics (Run) checks; Failure: Fall 1 step behind opponent(s); Success (3 skill successes): Keep pace in race; Superior Success (4 skill successes): Move 1 step ahead of opponent(s); Perfect Result (6 successes): Move 2 steps ahead of opponents(s). Winner is the character furthest ahead in race.
Outrun crumbling floor – CR 5 Skill Challenge DC 15; 3 Athletic (Jump) checks, 3 Athletics (Run) Checks; Failure: Fall into yawning pit for 5d6 damage; Success (3 skill successes): Outrun crumbling floor, but hanging onto edge; Superior Success (4 skill successes): Outrun crumbling floor but prone on solid surface; Perfect Result (6 successes): Outrun crumbling floor and standing on solid surface.
Outrun floor dissolving into magma – CR 10 Skill Challenge DC 20; 2 Acrobatic (Balance) checks, 2 Athletic (Jump) checks, 2 Athletics (Run) Checks; Fumble: Fall in lava for 20d6 damage; Failure: Singed by lava for 10d6 damage, but prone on solid surface; Success (3 skill successes): singed for 2d6 heat damage, outrun dissolving floor but prone on solid surface; Superior Success (4 skill successes): Outrun dissolving floor unharmed but prone on solid surface; Perfect Result (6 successes): Outrun dissolving floor unharmed and standing on solid surface.
Infiltration Challenges
Sneak into abandoned building – CR 1 Skill Challenge DC 11; 3 Stealth (Hide) checks, 3 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering; Superior Success (4 successes): Enter building but passer-bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4.
Bluff way into occupied commoner building – CR 2 Skill Challenge DC 13; 2 Deception (Bluff) checks, 2 Deception (Disguise) checks, 2 Persuade (Diplomacy) checks, Fumble: Fail to get inside and approached by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but occupants are suspicious of character; Superior Success (4 successes): Enter building and occupants are not wise to the character; Perfect Success (6 successes): Enter building and occupants treat characters as guest of honor. City Guards: 1d4+2 human Warrior 4.
Sneak into occupied commoner building – CR 2 Skill Challenge DC 13; 2 Disable Device (Open Locks) checks [DC 20], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering; Superior Success (4 successes): Enter building but passer-bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4.
Sneak into fortified building – CR 4 Skill Challenge DC 14; 2 Disable Device (Open Locks) [DC 25], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering (who most likely alert city guard); Superior Success (4 successes): Enter building but passer-bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4.
Escape/Enter city walls– CR 5 Skill Challenge DC 15; 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks, 2 Survival (Streetwise) checks; Fumble: Fail to escape/enter and arrested by city guard without a fight; Failure: Fail to enter/exit city walls and confronted by city guards; Success (3 successes): Exit/enter city walls but presence is noted (and likely city guards dispatched); Superior Success (4 successes): Enter/exit city walls but nearby city guard may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter/exit city walls undetected and leave no trace of passage. City Guards: 1d4+2 human Warrior 4.
Penetrate wizard’s sanctum – CR 10 Skill Challenge DC 20; 2 Disable Device (Disable Device)[DC 28], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and struck by explosive runes spell (CL 9); Failure: Fail to enter building and seen by city guard; Success (3 successes): Enter building but seen by owning wizard; Superior Success (4 successes): Enter building but passer-bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. Wizard: human Wizard 9.
Manuever Challenges
Navigate Hedge Maze – CR 1 Skill Challenge DC 11; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Dead end (start over); Failure: Lost in maze (repeat until 1 more success); Success (3 successes): Locate exit after 4d10x10 minutes; Superior Success (4 successes): Locate exit after 2d10x10 minutes; Perfect Success (6 successes): Locate exit after 1d10x10 minutes.
Navigate Dungeon Maze – CR 2 Skill Challenge DC 12; 2 Survival (Wilderness Lore) checks, 2 Knowledge (Dungeoneering) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Dead end (start over); Failure: Lost in maze (repeat until 1 more success); Success (3 successes): Locate exit after 4d10x10 minutes; Superior Success (4 successes): Locate exit after 2d10x10 minutes; Perfect Success (6 successes): Locate exit after 1d10x10 minutes.
Navigate Monstrous Maze – CR 4 Skill Challenge DC 14; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Ambushed by minotaur in dead end; Failure: Encounter minotaur; Success (3 successes): Reach exit blocked by minotaur; Superior Success (4 successes): Reach exit with minotaur trailing (30 ft. behind); Perfect Success (6 successes): Reach exit and avoid minotaur; Maze encounter: CR 4 minotaur
Navigate Invisible (Wall of Force) Maze – CR 6 Skill Challenge DC 16; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Spellcraft (Arcane) checks; Fumble: Ambushed by phantom fungus in dead end; Failure: Encounter phantom fungus; Success (3 successes): Reach exit blocked by phantom fungus; Superior Success (4 successes): Reach exit with phantom fungus trailing (30 ft. behind); Perfect Success (6 successes): Reach exit and avoid phantom fungus; Maze encounter: 2 CR 3 phantom fungus
Thinking Challenges
Easy Puzzle Lock – CR 1 Skill Challenge DC 11; 3 Disable Device (Open Locks) checks, 3 Perception (Touch) checks; Failure: Lock does not open; Success (3 successes): Lock opens after 1d10 minutes; Superior Success (4 successes): Lock opens after 1d6 minutes; Perfect Success (6 successes): Lock opens after 1 minute.
Travel Challenges (This could replace the old "1-in-6 chance of a random encounter. Instead, the characters roll a skill challenge to avoid a hostile encounter in the wilderness)
Average Road trek – CR 1 Skill Challenge DC 11; 6 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at normal travel rate; Superior Success (4 successes): Encounter indifferent merchant on way to next community, reach next community (or checkpoint) at normal travel rate; Perfect Success (6 successes): Encounter friendly merchant on way to next community, reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 1; Travelling Encounter: CR 1; Merchant: Expert 2, GP limit 200 gp.
Wilderness trek – CR 2 Skill Challenge DC 11; 6 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 3/4 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 2; Travelling Encounter: CR 2
Borderlands wilderness trek – CR 3 Skill Challenge DC 13; 3 Perception (Spot) checks 3 Wilderness (Survival) checks; Fumble: Lost; Failure: CR 3 Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 2/3 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate.
Bandit-infested road trek – CR 4 Skill Challenge DC 14; 3 Perception (Spot) checks 3 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Confronted by bandits; Success (3 successes): Reach next community (or checkpoint) at normal travel rate; Superior Success (4 successes): Encounter indifferent merchant on way to next community, reach next community (or checkpoint) at normal travel rate; Perfect Success (6 successes): Encounter friendly merchant on way to next community, reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 4; Merchant: Expert 2, GP limit 200 gp.
Evil-controlled lands trek – CR 10 Skill Challenge DC 20; 3 Perception (Spot) checks, 3 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 3/4 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Warrior 5/Rogue 4; Travelling Encounter: CR 10 encounter.