101 New Skill Uses (PFRPG)
101 New Skill Uses (PFRPG)
101 New Skill Uses (PFRPG)
By Steven D. Russell
Cody Martin (order #3156867)
Leaping Charge
Kip Up: You can get back to your feet faster than most.
With a successful Acrobatics check (DC 25), you stand
up from a prone position as a swift action. If you fail the
check by 5 or more you suffer 1d6 points of nonlethal
damage and provoke an attack of opportunity.
Determine Bribe
target and if your target was a creature you provoke an
attack of opportunity from that creature.
Tumbling Strike: You somersault and twist to avoid
your opponents attacks and make a single, decisive
strike. Your maneuver catches your foe off guard,
allowing you to strike her from an unexpected direction.
As a full-round action, you may make a Tumble check
with a DC equal to your opponents Combat Maneuver
Defense. If your check succeeds, you may move up to
double your speed and make a single attack at your best
attack bonus. Your opponent loses her Dexterity bonus
to Armor Class against this attack. If your check fails,
you fall prone halfway through your movement,
automatically miss with your attack, and provoke an
attack of opportunity from your opponent.
Cost to Bribe(GP)
5
45
135
270
450
650
950
1,350
1,800
2,450
3,300
4,400
5,500
7,500
10,000
13,000
17,000
22,000
29,000
38,000
Appraise
Determine Bribe: You may find it desirable or necessary
to use bribery to help sweeten the deal when you need
to get something done. A successful bribe can be used to
create a +10 circumstance bonus on a Diplomacy check.
The cost to bribe someone is normally based on the
character level of the NPC to be bribed and on the
average wealth of a creature of that level (see the chart
below, subject to GM adjudication). A secret check is
made by the GM with a DC equal to 10 + the targets Hit
Dice + the targets Wisdom modifier. A success by 10 or
more results in you determining the minimum amount
the target would accept as a bribe 1d4 levels less than
the creatures actual character level. A failure by 5 or
more results in you incorrectly determining the amount
to bribe by 1d2 levels less than the creatures actual
character level and the recipient of that bribe will react
as if his alignment were Neutral Good. A failure by 10 or
more results in you incorrectly determining the amount
2
Bluff
Blather: With meaningless fast-talk you can converse
your way out of a problem you talked yourself into
without lying or being deceitful. The use of blather
happens after you have just failed a Diplomacy check. If
you have failed that Diplomacy check by 5 or more, the
characters attitude toward you is decreased by one step.
Normally, you cannot use Diplomacy to influence a
given creatures attitude more than once in a 24-hour
period. If a request is refused, normally the result does
not change with additional checks, although other
requests might be made.
However, if your Diplomacy check to influence an NPCs
attitude or a request failed, you can spend another fullround action talking to the NPC, and then use blather to
make a Bluff check with a +10 circumstance bonus to
the Diplomacy DC (or to your opponents original
opposed Diplomacy roll). A success on this Bluff check
results in the NPC forgetting or ignoring your social
failure or poor request, and then you are permitted to
try again with your Diplomacy skill just as though the
required 24 hours had passed.
If, after your failed Diplomacy check, you also fail on
your blather use of Bluff, and you fail by 5 or more, you
deeply insult your target. If it was an attempt to
influence a given creatures attitude, you make the
characters attitude worsen by yet another step (so, two
steps total since you failed by 5 or more on the initial
Diplomacy check), and if it was a request, you cannot
make any other requests of the target for 24 hours. Once
you attempt this skill use (successfully or not), you
cannot use it against the same target again for 24 hours.
Impressive Distraction
Hide Components: When casting a spell, you can
attempt to hide its somatic components and thus make
it harder for others to recognize that you are casting a
spell. Make a Bluff check opposed by any observing
creatures Perception check (spellcasters add their caster
level to their check). Each observer who fails to beat
your Bluff check fails to determine that you are casting a
spell. If creatures can see the spells effect project
outward from you, they know you cast a spell. You must
perform this Bluff check at the time you cast the spell.
This skill use increases the time involved in casting: the
casting of a swift action become a move action; a
standard action spell becomes a full-round action, and if
it is already a full-round action or more, it adds 1 round
to the casting time.
Climb
Brachiation: The deep forests and jungles of the world
are choked with hanging vines and flexible branches.
Some characters can use these objects as impromptu
ropes and swing lines, giving them the ability to move
with incredible speed, far removed from the dangers of
the forest floor.
In order to use Climb in this manner, there must be
sufficient flexible branches and vines for you to grasp
and they must be long enough to allow you to swing
between trees. For this reason, brachiation can only be
used in forest, jungle and some swamp terrain
(specifically, swampy forests). The DC of moving along
using skill use is 20. Failure by 4 or less means you do
not move but can try again (having missed your next
hand hold); Failure by 5 or more results in you falling. If
the GM rules that there are sufficient vines and flexible
branches to use this skill, then you can use your ranks in
the Climb skill, rather than the Acrobatics skill, to
perform a jump. When using branches or vines to jump
in this fashion, you are always considered to be making
a running jump.
Craft (alchemy)
(alchemy)
Refining Substance: Alchemists are prized in many
communities for their ability to treat the substances
used in forging such as weapons, armor, and other tools.
The smiths skill is most important in crafting these
items, of course, but a skilful alchemist can provide the
craftsmen with the finest raw materials from which to
create their items. In order to prepare substances for
forging, the alchemist must have a furnace in which to
melt the metal or other substances and remove its
impurities. Most smiths have no problem allowing an
alchemist to use their forge for this purpose, knowing
they will benefit from the improved quality of the
refined substance. It requires 8 hours to refine 50
pounds of substance, plus an alchemy check (DC 25)
and 1,500 gp for each weapon, armor, shield, tool, or
DC
+10
+0
-10
Craft (any)
Fast Completion: By adding 10 to the DC of your Craft
check, you reduce the time needed to complete the
crafting. If the check is successful, you reduce the time
needed to complete the project (expressed in days or
weeks) by 50 percent.
Jury Rig: You can temporarily repair an object with the
broken condition as a full-round action. The DC of the
check is 20, which negates the broken condition for one
use plus one use per 5 points over 20 (or for 10 minutes
+ 10 minutes per 5 points over 20 if the item is usually
involved in continuous use, such as a saddle or wagon).
This skill can only be attempted once per object
regardless of success or failure. Failure by 5 or more
results in the object suffering 5 points of additional
damage (does not ignore hardness) plus 1 point for each
point beyond 5 by which it fails. This skill use has no
effect on ruined or destroyed objects and does not repair
hit point damage.
Diplomacy
Call for Truce: Using your skills of persuasion, you call
for a temporary halt to the fighting. Your enemies may
halt to listen, but they remain alert and ready for a trick.
As a move action, you call for an end to the fighting and
5
Seduction
10 + the targets Hit Dice + the targets Wisdom
modifier. This skill use requires an evening of socializing
and usually somewhere private to retire to. If you
successfully seduce a target, further attempts to seduce
that person into your bed gain a +5 circumstance bonus
and only require a full-round action. If you fail the
check, however, you are rebuffed and may not make
another seduction attempt against the same target for at
least 1 week or you may succeed and end up with a false
informant for gather information checks (this informant
works as a normal seduction except he is providing you
bad information).
After you have successfully seduced a target you may
make one gather information check the following week
without spending an evening socializing and combing
for gossip. Your seduced target makes regular reports to
you, in attempts to regain your favor, about any specific
topic you designate. You may have more than one active
seduced partner (1+ a number equal to your ranks in
Diplomacy, divided by 5).
Simple
Tricky
1 move
action
1d2
rounds
1d4
rounds
1d4
rounds
Fast
Disable
DC*
20
Example
Jam a lock
Sabotage a wagon
wheel
Difficult
30
Disarm a trap,
reset a trap
Extreme
35
Disarm a complex
trap,
cleverly
sabotage
a
clockwork device
* If you attempt to leave behind no trace of
your tampering, add 5 to the DC.
Copy Key
information. For 1d3 weeks after this check, anyone
looking for information regarding the topic of your
rumor might uncover your falsehoods in place of useful
information. If Diplomacy checks made by others are
less than your own, they uncover your rumor instead of
the information they want. If they exceed you check by
10 or more they recognize your rumors as false.
Lock Quality
Simple
Average
Good
Superior
Disable Device
Copy Key: Anyone can pick a lock, but this requires time
and only works once. Having a key is much faster and
allows other people to open the lock, but to do this; you
need the key or a copy of the key. Normally this requires
access to the original key; however, some truly skilled
individuals can map the internal dimensions of a lock
and precisely specify the design to a locksmith. A
duplicate key can then be made without ever seeing the
original key. If you succeed at the Disable Device check
(open locks DC of the lock +10), you can have a
locksmith make a Craft (locksmith) check at (DC 15) to
create a duplicate key.
25
Fast Disable DC
30
35
40
50
Blend In
automatically fail any checks or saves needed to avoid
the trap.
Disguise
Blend In: You can move into a large crowd of people and
slightly change your appearance to resemble those
around you. This allows you to make a check at a -5
circumstance penalty without spending 1d3 x 10
minutes creating a disguise. However, you may only use
Disguise in this manner if there is a group of people
nearby into which you can escape. For example, you
could blend into a small group of beggars by grabbing a
nearby filthy, soiled cloak, draping it over your
shoulders, and sitting down amongst them. Obviously,
this skill does not prevent anyone who witnessed your
attempt from pointing you out to any pursuers or
enemies.
Handle Animal
Handle Vermin: Some races train and use vermin for
many of the tasks for which others use animals; thus,
they have devised ways to train and handle vermin.
Nevertheless, these creatures are nearly mindless and
are thus more difficult to control than are animals or
beasts. The check DCs and time required for all
associated Handle Animal checks are listed in the
following table.
Table: Handle Vermin
Task
Time
Handle a vermin
Varies
Push a vermin
Varies
Teach a vermin a
4 months
trick
Teach a vermin
6 months
for a general
purpose
Rear a wild
1 year
vermin
Manipulate Beast
Anyone who searches you must make a Perception check
opposed by your Disguise check to find the weapon.
They gain no special bonus on this checkunlike with
weapons hidden using the Sleight of Hand skill (see
below)because you have physically modified the
weapon in order to disguise it.
DC
20
30
25
30
25 + HD of vermin
Escape Artist
Crafty Escape Artist: In exchange for increasing the
check DC by 10, you can hide your efforts at escaping.
Anyone who inspects your bindings must attempt a
Perception check with a +10 circumstance bonus (DC
equal to the result of your last Escape Artist check). If
this Perception check fails, they do not notice the work
you have done to escape. For example, you could untie
the rope that binds you but leave it in place so a villain
does not realize that you are free. Obviously if you free
yourself and escape, the villain notices you are gone.
Quick Escape: By increasing the DC of your Escape
Artist attempt by 10 you can shrug off your bonds with
greater alacrity. You can escape from rope bindings,
manacles, or other restraints (except a grappler) as a
full-round action; escape from a net or an animate rope,
command plants, control plants, or entangle spell as a
standard action; escape from a grapple or pin as a move
action; or squeeze through tight space as a full-round
action for each 5 ft. of space through which you must
squeeze.
Fly
Speed Flight: If you are flying using wings rather than
magical flight, you can, by taking advantage of wind
direction, updrafts, and diving, increase your fly speed
by one-quarter of your base speed. This use of Fly
9
Autopsy
Table: Autopsy
Nature of Information
Cause of Death
Examine Injury
Presence of Foreign
Substances
Nature of Foreign
Substances
Time of Death
DC
10
10
15
Ranks
None
None
1 rank
25
5 ranks
20
0 or 5 ranks
Heal
Autopsy: By combining medical knowledge with
alchemical techniques, it is possible to gain a significant
amount of information from a corpse without the use of
magic. Heal forms the basis of forensic pathology, but
Craft (alchemy) allows you to test the characteristics of
blood and is required for certain advanced actions. The
table below indicates the type of information that can be
gained with a Heal check (the check is made in secret by
the GM, see retry), along with the DC of the check and
the ranks in Craft (alchemy) that you must possess (if
any). If you possess the alchemy class ability you are
assumed to automatically to possess the required ranks.
An alchemist and a healer can team up in order to
perform a task.
10
Blood-Kissed Threat
Malpractice: You must have at least 2 ranks in Bluff to
use Heal in this fashion. Rather than making a Heal
check to perform first aid or some other form of
treatment on a helpless or willing creature you
intentionally bungle the job in order to ensure that the
creature perishes or is severely injured. You make the
check as a standard action and deal hit point damage to
the creature at the beginning of your next turn equal to
your Heal check, if the creature is helpless this is
considered a coup-de-grace attack. If under the watchful
eye of others (including your patient), your Heal check is
opposed by anothers Sense Motive or Heal, a failure on
your part results in them detecting your malpractice and
they may attempt to intervene. If someone successfully
performs a first aid check before the beginning of your
next turn, the damage is negated.
Intimidate
Blood-Kissed Threat: As you hew through your enemies,
you use threats, taunts, and a bloody display of your
martial prowess to strike terror into your remaining
opponents. If you kill an opponent outright by dropping
her from positive hit points to death, you may make an
Intimidate check against another foe as a free action.
The slain foe must have been able to fight when you cut
her down. A paralyzed or otherwise helpless opponent
does not qualify for this use of the Intimidate skill. The
DC of this check is 10 + the second foes Hit Dice + the
second foes Wisdom modifier. If your check succeeds,
11
Research Subject
grant a bonus on Knowledge checks in the fields that
they cover. If you fail this check, you cannot make
another attempt until you gain a level.
Knowledge (a
(architecture or engineering)
engineering)
Assess Damage: You can look over an item as a fullround action and accurately measure how much damage
the object has taken and how much more punishment it
can take. With a successful check (DC 15 + the objects
hardness), the GM tells you the objects hardness, how
many hit points of damage it has taken, and how many
more it can withstand before being ruined. This skill
does not work on constructs or undead.
Knowledge (any)
Linguistics
Forge Coins: You can make fake coins using a small
amount of valuable metal and a lot of lead. Making coins
requires the use of the Craft (metalworking) skill.
Determine how many coins you wish to make and,
before you create them, determine the total value in
gold, silver, copper or platinum (as appropriate) you use
to produce them. The proportion of these materials in
relation to the total value of the coins determines a
modifier for your Linguistics check, as listed in the table
below. You must use valuable materials worth at least
10% of the coins value or the forgery is automatically
detected. Make Craft checks as normal to determine
your progress. Anyone inspecting the coins makes an
Appraise check with a DC equal to the result of your
Forgery roll made at the time of the coins creation.
Forgery
Check
0
+2
+4
+8
Perform
Influence Crowd: Some performers are able to use their
skills to not only earn money and impress an audience,
but also to influence that audiences attitudes (in a
similar manner to using the Diplomacy skill to change
NPC attitudes). This use of the Perform skill can only
influence NPCs whose attitude toward you is indifferent
or friendly, and any attempts to influence hostile or
unfriendly NPCs in this manner automatically fail. To
influence the attitudes of a crowd, make a normal
Perform check and treat the result exactly as you would
the result of a Diplomacy check to influence the
attitudes of indifferent or friendly NPCs in the audience.
Ride
Bestride Opponent: If you are two size categories
smaller than your opponent is, you may attempt to
quickly mount your foes back and impair its actions.
You must make a Ride check as a swift action with a DC
equal to 10 + your opponents CMD to make the initial
quick mount without provoking an attack of opportunity
for this movement. If you succeed, you gain many of the
benefits of improved cover (+8 to AC, +4 to Reflex saves
and improved evasion) against the attacks of the
creature you bestride, and standard cover (+4 to AC and
+2 to Reflex saves) against all other creatures. A
bestridden creature takes a 2 penalty on all attack rolls
and a 2 penalty to Dexterity. A bestridden creature
who attempts to cast a spell must make a concentration
check (DC 15 + spell level) or lose the spell. A failure on
your part by 5 or more results in you failing to bestride
the creature and your provoking an attack of
opportunity.
The bestridden creature may dislodge you by several
means:
You may only use Intuit Language once per day per
language.
Perception
Perception
Ear for Detail: Not only can you detect noise, but you
are also an expert at identifying its source. You hear not
only the scrape of a boot against stony floor, but also
recognize the pace of the footsteps and the distinctive
sound of the footwear (or lack thereof), allowing you to
identify someone, or know you have never met them,
before they come into sight. If you have met before, you
recognize a creatures stride and know exactly who
approaches. If you have never met the creature before,
you know you have not met it but you do know why type
of creature it is and what type of footwear, if any, it is
using (or if it is using some other form of movement). In
order to do this you must actively attempt this as a move
action and beat the DC of the Perception check by 20 or
more (you attain an extraordinary success). Failure to
beat the DC of the Perception check by 10 or more
means misidentifying the source of the sounds.
Sense Motive
Eureka Assist: If you aid another with a Sense Motive
check, you can attempt to provide a greater than normal
bonus to the other characters total skill check. This
challenge reflects the fact that a highly trained or
insightful person can render better help than an
untrained or fumbling assistant. In return for increasing
the aid another skill check Difficulty Class by 5 (to DC
15), you boost the bonus you provide the other character
by +1 (for a total of +3). There is no limit to how high
you can push the Difficulty Class and the bonus, but
remember that a Sense Motive check does not allow you
to try again; if your check to aid another fails, you
provide no bonus.
Eureka Assist
Read Foe: You pause to study your opponent, reading
her stance, watching how she sets her feet, and
interpreting her mood. Using this information, you learn
to predict and counter her moves. As a move action, you
may make a Sense Motive check with a DC equal to her
Combat Maneuver Defense. If your check succeeds, you
learn to read your opponents reactions. You gain a +1
insight bonus on attack rolls and combat maneuvers
against her and a +1 insight bonus to Armor Class
against her attacks until the end of the encounter.
Failure results in you provoking an attack of opportunity
from the target and you cannot try again against the
same target for 24 hours.
Sleight of Hand
Conceal Weapon: You keep a dagger or other small
weapon concealed in your clothing or even in your hand.
If you make a sudden attack with it, you can catch an
opponent by surprise. You may make a Sleight of Hand
check as a move action, opposed by your foes
Perception check, to prepare a weapon in such a way
that she fails to note that you are armed. Your foe
applies her base attack bonus as a modifier on her
Perception check. You may hide only one weapon at a
time in this manner. If you then attack with this weapon
as a readied action (or if you possess the Quick Draw
feat, as part of an attack action), your opponent is
considered flat-footed against your next attack. Failure
results in you provoking an attack of opportunity from
your opponent. If you hold onto the weapon for more
than 1 round, your opponent gains another Perception
check (modified by her base attack bonus) to notice it;
you oppose this check with another Sleight of Hand
check with a 2 penalty. The modifiers listed under
Sleight of Hand for different weapon sizes, billowing
clothes, and so forth apply to checks made to conceal a
weapon. Consult the Sleight of Hand skills description
for more information.
Special: The Disguise skill allows for a similar function
(disguise weapon, see above). The Disguise check takes
longer to implement, but it works better when facing
someone who may attempt to search you.
Conceal Weapon
Youre Bleeding: You must possess at least 9 ranks in
Sleight of Hand to perform this skill use. You know how
to deliver a nasty strike without your foe feeling
anything. If you use a light piercing weapon to hit a flatfooted opponent, you can choose to have the opponent
not become aware that it has been damaged until the
start of your next turn, when it also suffers 1 point of
bleed damage. Instead, that opponent reacts as if you
had attacked and either missed or dealt no damage
(your choice). This skill check is opposed by your
opponents Perception check and is part of the attack
action.
This skill use does not allow the opponent to ignore any
of the other effects of your attack, such as ability damage
from poison on your dagger or suffering the unconscious
condition when reduced to fewer than 0 hit points. You
can only successfully perform this skill use against a
creature who has not observed you performing it before.
Spellcraft
Analyze Magic Trap: After you (or an ally within 30
feet) discover a magic trap using the Perception skill or
other means, you can attempt to determine the exact
nature of the trap using detect magic and the Spellcraft
skill. The DC of this check equals 20 + the spells caster
level. If you succeed, you know what spell the trap
triggers. If the trap triggers more than one spell, check
separately for each one. This knowledge grants you no
advantage for disarming the trap, but it does tell you
what to expect should the trap go off.
Survival
Cover Tracks: You know not only how to find signs that
mark the passage of men and animals but also how to
make your own tracks more difficult to follow. If you
move at three-quarters your normal movement rate, you
can make a Survival check with a -5 circumstance
penalty to destroy signs of your passage (you may take
10 on this). Anyone attempting to track you must not
only beat the DC of the environmental conditions, but
their own check must equal or beat yours. If they fail to
do this, they cannot track you.
Cross-Country Skiing: To perform this skill use you
must have a set of skis or have two pieces of wood of the
appropriate size to create makeshift skis. If you do, you
can, with a successful Survival check at DC 15, use them
to ignore the hindering effects of snow, heavy snow, and
sleet on movement, by taking advantage of the slick
surface and downhill slopes, unless all of your
movement for a round (during tactical movement) or for
an hour (during overland movement) is uphill. During
tactical movement, you must make the check each
round; during overland movement, you make the check
once an hour or state that you are taking 10. If you fail
the check by 5 or more you fall prone at the start of your
movement.
Determine Aptitude
Determine Aptitude: Observing an opponent cast a spell
or use a spell-like ability in action, you can, as an
immediate action, with a successful Spellcraft check,
identify the opponents caster level and the highest spell
level she can cast. The DC of this check is equal to 10 +
her caster level + her relevant caster ability modifier.
You can, if you make a consecutive successful check,
each time she casts a spell after that, learn the name of
one feat, ability or class feature that she has that
modifies her spells or spell like abilities. If you fail any of
these checks, you cannot attempt to determine the
aptitude of the same target again until you gain a level.
Stealth
Hide Above Door: One of the most dangerous and
difficult tricks is to hide above a doorframe. Whenever
you are indoors, you may make a Stealth check to hide
above a doorframe so that anyone entering through that
door will have a difficult time seeing you. In order to do
16
Harvest Venom
time on a problem than if you had taken a slower,
steadier method. With a successful Survival check at DC
20 you cut in half the time needed to take 20 with a skill
(this can never be reduced below one full round). If your
Survival check fails, you rush yourself and botch your
attempt. You spend half the time needed for the skill
attempt and fail to solve the problem.
Harvest Venom: You may use the Survival skill to milk
venom from a slain, helpless, or pinned creature with
the poison special attack (this ability must be
extraordinary and not be supernatural, spell-like or a
class feature) into a proper container. The poison will
keep for one week. The DC of this check is equal to the
DC of the poison + 1/2 the creatures HD. If it fails by 4
or less, you have failed but can try again. Failure by 5 or
more results in ruining the poison sacks of all doses (you
cannot retry), one point of hit point damage due to selfinjury (no damage reduction), and suffering the effects
of the poison you were attempting to harvest. With a
single successful check, you can recover one dose of
venom from a Tiny creature, double this amount for
each size category of the creature above Tiny. If injured
or slain, a creatures venom sacks can be ruined in the
attack(s), especially those involving critical hits or
massive damage. A seriously injured (suffered half its hit
point total in damage, suffered a critical hit, or massive
damage) or slain creature has the number of potential
doses reduce by 1d2 doses, a creature injured by a
critical hit doubles this amount. In addition, you double
this amount for very size category above Small the
creature possesses.
Fast Activation
Swim
Cliff Dive: With a successful Swim check against a DC
equal to the conditions of the water below, +5 for every
10 feet of height, you can dive from a cliff or other high
object into water and take no damage. In addition, once
in the water, you can move up to your full normal
movement rate for one move action, without need of
another skill check, as the speed of your fall propels you
like a dolphin through the water. Only water that is of a
depth at least equal to double your height can be dived
into in this fashion. On an unsuccessful check, you take
full damage from the fall. The cliff dive counts as a move
action.
He awoke on a cold floor, the taste of cotton in the back of his mouth. His tongue felt heavy, thick; his arms refused to
push him up. He floundered for a few minutes there, trying to get his bearings, trying to gain stability, control. He took a
breath and was hit with something metallic mixed with the scent of sweat and fear. He opened his eyes, cautiously, and
pushed himself up.
The room was small, bare concrete walls and hard stone floor. That was the first thing he saw; the second was the body.
It lay in the center of the room, face-down, sprawled, a crimson pool congealed around it. The man was dressed in
formal attire, though the clothes were shabby and worn. His hair was dark, mussed, matted with blood.
He pushed himself back, away from the corpse, and looked around the room wildly, alert for danger. That was when he
saw the others. Four of them, two men and two women, all around the room. Three were unconscious, prone, as he had
been, unceremoniously left on the floor to wake. The Fourth, one of the women, was huddled in the corner, her eyes
shut tight, rocking gently and muttering to herself.
Who were these people? Was one of them the killer? Were they all potential victims? What was this place, and why was
he here?
He searched his memory for the answers, but found nothing. Nothing at all. That struck him as slightly odd at first, but
the more he searched the more terrified he became. He did not even know his name. The more he searched, though, the
more he became aware that nothing was there. He could remember nothing of his life, nothing of the events that had led
him here.