Appraisal is an analysis skill. It signifies an attention to detail that allows you to recognize forgeries, doctored goods, or knockoffs as well as price and identify goods and even share your insights with those suffering from a lack of logic. Those with attention to detail are also those who make good adulterers and forgers of work, so this skill is also used to make objects appear to be worth more than they are. Those with substantial skill in Appraisal can even determine the functions of magical objects simply by examination.
|Common||Tools, items a peasant would encounter daily||12|
|Uncommon||Weapons, adventuring equipment||15|
|Exotic||Relics of a past age||20|
|Magic Item||That glowing sword you found||15 + Caster Level|
|No knowledge of subject||No prior experience or interaction with, nor a description of, subject||-3|
|Minimal knowledge of subject||A second hand or minimal familiarity with subject, a description or very few previous interactions||+0|
|Fair knowledge of subject||First hand familiarity with subject, many previous interactions within the recent past||+2|
|Substantial knowledge of subject||Very familiar with subject, a lot of previous interactions stretching over a long period of time||+5|
|Distracted and not fully focused||Being talked to, using your standard action on another task||-5|
|Extremely distracted and barely focused||Being yelled at, being threatened in combat, using your full round action on another task||-10|
|Rushing a 1 round or full-round action to a standard action||-3|
|Rushing a standard action to a move action||-2|
|Rushing a move action to a swift action||-3|
|* All rushing modifiers are cumulative. For example, rushing a full-round action to a move action is a -5.|
Appraise Common Items (Rushable)
When you’re out shopping, it’s nice to not be ripped off by the merchants. You can appraise common goods and objects, though you cannot appraise uncommon, rare, or exotic items untrained. If you spend a full-round action examining an item, you can make an Appraisal check to get an idea of its value. You gain a bonus to this check based on your familiarity with the goods.
You also use Appraisal to see past knockoffs and forgeries (but not forged documents or other non-trade goods). If you exceed the DC to detect the forgery, you learn the real value of the item and know that it was doctored to appear more valuable. If you succeed on the DC to appraise an item but do not exceed the DC to spot the forgery, you learn the false value of the item as set by the forger. You gain a bonus to this check based on your familiarity with the goods.
Base DC: By item type, or by forgery DC (special results case). Can be rushed.
- DC and above: You know the general value of the item. If you know the local economic conditions relating to the item, you know its exact value in the market. If the item is a forgery you know its apparent value as a result of the forging unless your check result exceeded the forgery DC, in which case you recognize it as a forgery and know its real value.
- DC-1 to DC-5: You do not have a firm grasp of the value of the item. Even though you are not confident in your appraisal, you believe the item to be worth 2d6+3 times 10% (so 50% to 150%) of its actual value, or apparent value if it is a forgery. It is entirely possible to fail the check and still come up with an accurate appraisal, it’s just not a confident one.
- DC-6 and below: You fail to recognize the value of the item at all, and have no idea of its fair market worth.
Appraise Anything Mundane (Rushable)
You know what you’re looking for, and have a fair guess of what most things are worth. In addition to common items, you can also appraise uncommon, rare, exotic, and one-of-a-kind mundane items. This includes artwork, gems and jewelry, and all of the other pieces of loot that adventures often find themselves saddled with. Uncommon items should have a DC no higher than 15. Rare or exotic mundane items have a DC no higher than 20 in general, but exceptions may exist. The exact DC for this check is set by the GM, but they should follow the guidelines here. It is a full-round action to appraise objects with this ability. You gain a bonus to this check based on your familiarity with the goods.
Sometimes, you may attempt to appraise goods that are counterfeit or otherwise falsified. These goods have been designed to show a different value than they actually possess. The base DC to appraise them remains unchanged, but meeting that DC only indicates that you have a clear sense of what a true item of the counterfeit’s condition would be worth. You do not recognize it as a forgery unless you also beat the forgery DC, in which case you recognize it for the false thing it is and appraise it for it’s true value.
Some items, like poorly made jewelry pieces with high emotional value to wealthy kings, are fundamentally un-appraisable and likely to return a completely wrong objective measure of their worth. These should be rare; otherwise, this ability is worth considerably less and you should complain loudly to your GM about it.
This ability otherwise functions as, and effectively replaces, Appraise Common Items.
Attention to detail can go both ways, allowing you to find or create forgeries and knockoffs. Anything that you can create, you can create in ways that make it look like something official or more expensive. You can create fake documents for example, make a normal sword appear to be a masterwork one, or remove the signs from a barrel of fish that would indicate its low quality. There is no set time for use of this ability as it strongly depends on what you’re working on. The DC to detect your forgery is your check result, less some special modifiers that depend on the type of object you are working with. Seeing past forged documents can be done with either an Appraisal check, as explained above, or a Perception check against the above DC. Seeing past the forgery to an item’s true worth is covered by earlier Appraisal abilities, as explained above. If you’re attempting to sell a rare or exotic item for more than it is worth, and the buyer has never seen it before, you should be using Bluff instead of appraise to sell it to them. Con games aren’t covered by this ability.
If you are working with art objects or sundries, you suffer a penalty that increases as you try to make it look more valuable. For items with substantially inflated market values, like most adventuring gear and weapons, you suffer a penalty for each category improvement you wish to show.
If you are instead trying to forge a document or identifying mark (such as an imperial sigil or an artist’s signature), you suffer penalties to your check based your familiarity. You must have at least glanced at an original to make a forgery of something (otherwise you’re just creating something and attempting to bluff with it), and you must be familiar with the written language if you don’t have a sample on hand to copy.
Base DC: None.
Check Result: Your check result sets the DC for an observer to recognize your forgery for what it is.
|Increase/decrease apparent value of sundries||-1 per 10% increase|
|Increase/decrease apparent value of art object||-2 per 50% increase|
|Increase/decrease adventuring gear category (damaged to standard to masterwork)||-2 per category|
|Forging a document you’ve never seen||Not Possible|
|Forging a document you’ve only glanced at||-5|
|Forging a document you’re familiar with||0|
|Forging a document you have on hand||+2|
|Forging a security measure into a document (watermark, arcane mark)||-3 per security mark|
|Rushing a job (1/4 the time)||-5|
|Rushing a job (1/10 the time)||-10|
Identify Tell (Rushable)
Everything that isn’t what it appears to be has a “tell”, some little thing that doesn’t fit with the whole. Your eye for detail and ability to spot forgeries extends beyond simple counterfeit documents and doctored goods, but to magically altered or created objects and creatures that aren’t what they appear to and illusions as well. You are able to pierce disguises, transmutations, and illusions with your appraisal abilities, finding the critical flaws that ruin the entire facade.
While you’re familiar enough with objects to be able to do this after only one round of study, it takes longer – five minutes – to find a crack in a change on a creature or in the scenery. After you have spent the required time you may make an Appraisal check to determine if you are dealing with an illusion, transmutation, or similar transformation. The DC for this ability is the effect save DC + spell level (or 10 + twice spell level + caster’s relevant attribute modifier for spells that normally don’t allow a save) or the DC set by the individual (in the case of disguises and the like). The results of your check are listed in the table below. You gain a bonus to this check based on your familiarity with the target.
Special: You may not use this ability and Discern Fraud on the same target. Once you have made a check with one ability, you can not gain additional insight by using the other.
Base DC: Effect save DC + spell level, or 10 + twice spell level + caster’s relevant attribute modifier, or the DC set by the individual (as appropriate). Can be rushed.
- DC+5 and above: If the target is a forgery or disguised, you recognize it as such. You also spot a flaw in the disguise that you could easily exploit to ruin it utterly, and automatically succeed at convincing others that it is a fake.
- DC+0 to DC+4: You recognize if the thing in front of you is a fake. If you attempt to convince someone else that it is a fake, they gain a +4 bonus on their check. If the target is genuine, you recognize that.
- DC-1 to DC-5: If the target is not genuine, you believe that there is something odd about them but can not identify any flaws that would actually give it away. You gain no bonus to assisting others in reaching the same conclusion. If the target is genuine, you recognize that.
- DC-6 and below: You do not notice anything that would lead you to suspect that the target is a fake, and believe that they are genuine even if they’re not. Note that if you make this check on an authentic target you will get this result, so you shouldn’t discount it just because you think something is up. Sometimes you’re just paranoid.
Eye for Magic (Rushable)
You can tell if an object is magical just by handling it, and can now appraise magical items as easily as mundane ones, though you may still not know what it does afterwards. The DC for doing so is 15 + the caster level needed to create the item, and you gain a bonus to this check based on your familiarity with the goods. A successful Appraisal doesn’t mean you know what it is, just that you have an idea of its value and power level.
This ability may work on artifacts, but only on ones that you would have a reasonable chance of recognizing from stories or research. As such, it is essentially up to the GM if you can appraise an artifact, as well as what the DC is. If you succeed in Appraising an artifact, you learn its name in place of its value (which is probably incalculable anyway).
You’ve learned enough about items that you can identify them fairly accurately. You can determine the properties of any item you know to be magical, or you may attempt this check on an item you simply believe to be magical. The DC for this check is 15 + the caster level required to create the item, though it can not be used on artifacts. You do not gain a bonus to this check based on conditions, as each item is a custom piece of equipment. It takes one hour to learn the properties of an item, at the end of which you make this check. If you have activated the item blindly with another skill, you may make your initial check for the item after only 10 minutes.
Base DC: 15 + the caster level required to create the item.
- DC+5 and above: You learn every function of the item, and their methods of activation. This doesn’t mean you can use every function, just that you know them all.
- DC+0 to DC+4: You learn the function with the lowest caster level that you do not yet know, as well as its method of activation. If there are no additional functions of the item, you learn that as well. If there are additional functions, you may continue your identification after another hour and another check.
- DC-1 to DC-5: You learn nothing about the item this hour, but you may attempt identification again after another hour and another check.
- DC-6 and below: You’re not sure if you offended the item or not with your poorly thought out groping and babbling, but it’s probably best to leave it alone for now. You learn nothing and can not attempt further until you gain another rank in the skill.
Your ability to appraise a situation also lets you talk others through them. You can counter mind-affecting effects just by talking to those suffering under them. You can not affect yourself with this ability, however, as those conditions detract from your ability to analyze a situation. As a standard action, make an Appraisal check against the effect’s save DC + the effect’s level (in the case of spells like Hypnotic Pattern or Confusion) or 10 + the effect initiator’s character level + the effect initiator’s Cha modifier (in the case of supernatural abilities without an effect level). 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 appraise. 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 + Initiator’s Character Level + Cha mod
- DC+10 and above: You dispel the effect on your targets. This probably annoys whoever placed it on them.
- 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 wish.
- DC-6 and below: 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.