Signaling (Wis, trained only)
Through the use of smoke signals, large mirrors, horns, drums, yodeling, or any number of methods you can relay a signal to another character.
Check: A successful Signaling check allows you to convey messages over distance. The greater the distance, the harder it is to signal, the higher the DC. The base DC for a Signaling check is 20 with a maximum distance of one mile.
With a successful Signaling check, you competently convey the message you are trying to communicate. If you fail your Signaling check by 4 or less, you do not communicate anything and you may attempt to do so again. If you fail your check by 5 or more, you convey a message that is the complete opposite of what you wanted to communicate.
Retry: Varies. If you fail your check by 4 or less, you may attempt to send the signal again. If you fail by 5 or more, you send a signal that is the opposite of what you meant to convey without realizing.
Special: You can take a 10 or a 20 when making a Signaling check.
Time: Varies. The time needed to signal varies according to the type of signaling you use. For instance firing a signal arrow (humming bulb or flaming) would be an attack action, using drums would be a standard action, while something more complex like smoke signals would be a full-round action or more.
ANIMAL MIMICRY
With a Signaling check against a DC of 20 you can alter your voice to mimic the sounds of natural animals such as birds, wolves, dogs, great cats, etc. You can use this to inconspicuously signal allies that are within 100 feet or less of you. This is the only Signaling check you have to make to signal allies in this method, but many of the signaling conditions listed above apply to this check.
You can use animal mimicry with Intimidate to mimic a ferocious animal and scare your enemies. You must be out of sight of the target creature, and once you make a successful Signaling check, you may then make an immediate Intimidate check as a quick action.
Retry: Varies. If you are using animal mimicry to signal an ally and fail, you may make the attempt again. If you fail an animal mimic check while trying to fool an enemy, you will more than likely alert the creature to your presence and that you are not truly the animal you are attempting to mimic.
Special: You can take a 10 for animal mimicry but not a 20.
Time: It takes a standard action to mimic an animal's sound.
SILENT LANGUAGE
With 5 or more ranks in Signaling, you learn how to communicate non-verbally, with a series of hand gestures. This can be used to convey basic statements, and you can even carry on a conversation with someone else who has this skill. This is not an overly complex method of communication, and people who are not trained in Signaling may attempt to understand what you are trying to communicate. A successful Linguistics or Sense Motive check against a DC 15 will let them understand you. You must be within line of sight to communicate in this way.
THROW YOUR VOICE
Hearing is not a perfect sense, and the ability of throwing your voice is an audible illusion that makes it sound as if your voice is coming from a different direction and/or distance. To be effective, you must be within 10 feet of the target creature and it must have an Intelligence of 3 or more. The use of Signaling in this manner is opposed by the target creature's Sense Motive check. Failure means the creature is not fooled by your attempt and is aware that you tried to fool it. Success mans that you, or an ally within 10 feet, can perform an unobserved Bluff, Sleight of Hand, Stealth, or similar action.
Retry: No. A successful opposing Sense Motive check allows the target creature to realize you were the one attempt to fool it. Another attempt to throw your voice against this target cannot be made for another 24 hours.
Special: You can take a 10 when attempting to throw your voice but not a 20.
Time: The attempt to throw your voice is a standard action.
SIGNALING UNCHAINED
By taking the Signature Skill feat, you can unchain the following special bonuses:
Signal Condition
Per additional 1 mile increment
Flaming arrow
Humming bulb arrow
Drums
Bonfire
Smoke signals
Low winds
Moderate winds
High winds
Light rain
Moderate rain
Downpour
Clear day/still conditions
DC Modifier
+5 per mile
-2
-3
-5
-5
-8
+2
+4
+8
+2
+5
+10
-5