Skills represent some of the most basic and yet most fundamental abilities your character possesses. As your character advances in level, he can gain new skills and improve his existing skills dramatically. This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM’s discretion.

Acquiring Skills

Each level, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill. You can never have more ranks in a skill than your total number of Hit Dice.

Class Skills

In addition, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack.

Aid Another

You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you’re helping gets a +2 bonus on his or her check. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

Trained Only

If this notation is included in the skill name line, you must have at least 1 rank in the skill to use it. If this notation is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Untrained section (see below).

Armor Check Penalty: is included in the skill name line, an armor check penalty applies to checks using this skill. If this entry is absent, an armor check penalty does not apply. Note: Armor check penalties apply to all Strength– and Dexterity-based Skills.

Acrobatics (Dex) Athletics (Str) Bluff (Cha) Computer Use (Int) Concentration (Con)
Craft (Int) Demolitions (Int) Diplomacy (Cha) Disable Device (Int) Disguise (Cha)
Escape Artist (Dex) Forgery (Int) Gamble (Wis) Gather Information (Cha) Handle Animal (Cha)
Intimidate (Cha) Investigate (Int) Knowledge (Int) Linguistics (Int) Navigate (Int)
Perform (Cha) Piloting (Dex) Perception (Wis) Profession (Wis) Repair (Int)
Research (Int) Ride (Dex) Sense Motive (Wis) Sleight of Hand (Dex) Stealth (Dex)
Survival (Wis) Treat Injury (Wis)


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