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'''Distraction'''  
 
'''Distraction'''  
 
You can distract or interfere with any skill check, making the effort more difficult. Select the target and make an appropriate skill or ability check against 10. If you succeed, the target takes a -2 penalty on its next skill roll.
 
You can distract or interfere with any skill check, making the effort more difficult. Select the target and make an appropriate skill or ability check against 10. If you succeed, the target takes a -2 penalty on its next skill roll.
 
'''Harvest'''
 
You can Harvest to gather profession-related resources. To harvest basic resources you have to make a profession check against 10 or the Reflex Defense of the target if applicable. Every 5 points over the base DC you get +1 on the following Harvest roll. The Harvest roll is handled as a damage roll and a critical success on the previous Profession roll double the outcome on the Harvest roll. The result can be reduced by Damage Reduction. For each point exceeding the difficulty you get the same amount of the corresponding resource. If the result is greater than the Damage Threshold of the target (if applicable) the target move one step down on the condition Track.
 
  
 
'''Destructive Harvest'''
 
'''Destructive Harvest'''
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'''Strength:''' All objects have a Strength score that represents their innate ability to bear weight (see Encumbrance, page xxx). An object supporting weight in excess of its heavy load moves -1 step along the condition track immediately and another -1 step each round on the same initiative count.
 
'''Strength:''' All objects have a Strength score that represents their innate ability to bear weight (see Encumbrance, page xxx). An object supporting weight in excess of its heavy load moves -1 step along the condition track immediately and another -1 step each round on the same initiative count.
 
If an object is supporting weight in excess of twice its heavy load, it is immediately disabled.
 
If an object is supporting weight in excess of twice its heavy load, it is immediately disabled.
 
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'''Breaking an Object''' When you try to break something with sudden force rather than by dealing regular damage, use a Strength + Physical Base Bonus check to determine whether you succeed. The DC depends more on the construction of the item than on the material (see Table: Statistics for Objects). but it is usually equal to 15 + the object's Strength modifier. Attempting to break an object is a standard action. If the object has moved steps down the condition track, apply the condition penalty to the object's break DC.
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Breaking an Object: When you try to break something with sudden force rather than by dealing regular damage, use a Strength check to determine whether you succeed. The DC depends more on the construction of the item than on the material (see Table 9-1: Statistics for Objects). but it is usually equal to 15 + the object's Strength modifier. Attempting to break an object is a standard action. If the object has moved steps down the condition track, apply the condition penalty to the object's break DC.
  
 
'''Grab'''
 
'''Grab'''

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