Skills: Craft - Writing (INT)

The skill of creating short stories, novels, plays, newspaper articles and similar works of writing.
Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work.

No Wealth check is necessary to use this Craft skill.

Time.
Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project.

Special.
  • A character with the Creative feat gets a +2 bonus on all Craft (writing) checks.

Skills: Craft - Visual Art (INT)

The skill of creating paintings, drawings, photographs, or some other work of visual art.
Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

When attempting to create a work of visual art, the character simply makes a Craft (visual art) check, the result of which determines the quality of the work.
Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment, the basic components have a purchase DC of 5.

Creating a work of visual art requires at least a full-round action, but usually takes an hour, a day, or more, depending on the scope of the project.

Special.
  • A character with the Creative feat gets a +2 bonus on all Craft (visual art) checks.

Skills: Craft - Structural (INT)

The skill of building wooden, concrete, or metal structures from scratch.
Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.
Special.
  • A character without a mechanical tool kit takes a –4 penalty on Craft (structural) checks.
  • A character with the Builder feat gets a +2 bonus on all Craft (structural) checks.

Skills: Craft - Pharmaceutical (INT)

Requires Training

The skill of creating compound medicinal drugs to aid in recovery from treatable illnesses.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease.

The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.

Special.
  • A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks.
  • A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.

Skills: Craft - Mechanical (INT)

Requires Training
The skill of building mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.

Special.
  • A character without a mechanical tool kit takes a –4 penalty on Craft (mechanical) checks.
  • A character with the Builder feat gets a +2 bonus on all Craft (mechanical) checks.

Skills: Craft - Electronic (INT)

Requires Training

The skill of building electronic equipment from scratch, such as leyden jars, lighting equipment, audio equipment, recording devices and telegraphs.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

When building an electronic device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides whether the device is simple, moderate, complex, or advanced compared to current technology.

Special.
  • A character without an electrical tool kit takes a –4 penalty on Craft (electronic) checks.
  • A character with the Builder feat gets a +2 bonus on all Craft (electronic) checks.

Skills: Craft - Chemical (INT)

Requires Training

The skill of mixing chemicals to create acids, bases, explosives, and poisonous substances.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Acids and Bases.Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.

Explosives.
Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius.

If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.
Scratch built explosives deal concussion damage.

Poisonous Substances.
Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons.

If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

Special.
  • A character without a chemical kit takes a –4 penalty on Craft (chemical) checks.
  • A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks.

Skills: Craft (INT)

Craft is the skill of creating something with careful attention to detail.
Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A Craft skill is specifically focused on creating something. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft (writing).

Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase DC of this equipment varies according to the particular Craft skill.

To use Craft, first decide what the character is trying to make and consult the category descriptions. Make a Wealth check against the given purchase DC for the object to see if the character succeeds in acquiring the raw materials. If the character succeeds at that check, make the Craft check against the given DC for the object in question. If the character fails the check, he or she does not make the object, and the raw materials are wasted (unless otherwise noted).

Generally, a character can take 10 when using a Craft skill to construct an object, but can’t take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth check is required to use the skill).

Try Again?
Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Special.
  • A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.
  • You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.

Synergy.
If you have 5 ranks in a Craft skill, you get a +2 bonus on Appraise checks related to items made with that Craft skill.

  • Craft Chemical (INT): Requires Training. The skill of mixing chemicals to create acids, bases, explosives, and poisonous substances.
  • Craft Electronic (INT): Requires Training. The skill of building electronic equipment from scratch, such as leyden jars, lighting equipment, audio equipment, recording devices and telegraphs.
  • Craft Mechanical (INT): Requires Training. The skill of building mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets.
  • Craft Pharmaceutical (INT): Requires Training. The skill of creating compound medicinal drugs to aid in recovery from treatable illnesses.
  • Craft Structural (INT): The skill of building wooden, concrete, or metal structures from scratch.
  • Craft Visual Art (INT): The skill of creating paintings, drawings, photographs, or some other work of visual art.
  • Craft Writing (INT): The skill of creating short stories, novels, plays, newspaper articles and similar works of writing.

Skills: Concentration (CON)

Concentration is the skill of maintaining focus while there is the potential of distraction.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Check.
You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include casting a spell, concentrating on an active spell, directing a spell, using a spell-like ability, or using a skill that would provoke an attack of opportunity. In general, if an action wouldn’t normally provoke an attack of opportunity, you need not make a Concentration check to avoid being distracted.

If the Concentration check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost. If you were concentrating on an active spell, the spell ends as if you had ceased concentrating on it. If you were directing a spell, the direction fails but the spell remains active. If you were using a spell-like ability, that use of the ability is lost. A skill use also fails, and in some cases a failed skill check may have other ramifications as well.

The table below summarizes various types of distractions that cause you to make a Concentration check. If the distraction occurs while you are trying to cast a spell, you must add the level of the spell you are trying to cast to the appropriate Concentration DC. If more than one type of distraction is present, make a check for each one; any failed Concentration check indicates that the task is not completed.

Try Again?
Yes, though a success doesn’t cancel the effect of a previous failure, such as the loss of a spell you were casting or the disruption of a spell you were concentrating on.

Special.
  • A character can use Concentration to cast a spell, use a spell-like ability, or use a skill defensively, so as to avoid attacks of opportunity when attempting a skill check that normally provokes attacks of opportunity. The DC to do so is 15. This doesn't apply to other actions that might provoke attacks of opportunity.
  • If the Concentration check succeeds, the character may attempt the action normally without incurring any attacks of opportunity. If the Concentration check fails, the related check automatically fails just as if the character’s concentration had been disrupted by a distraction. The character does not provoke attacks of opportunity, however.
  • This use of Concentration applies only to skill checks. It does not apply to other actions that normally provoke attacks of opportunity, such as movement or making unarmed attacks.
  • A character with the Focused feat gets a +2 bonus on all Concentration checks.
  • A character with the Combat Casting feat gets a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned.

Time.
None. Making a Concentration check doesn’t take an action; it is either a reaction (when attempted in response to a distraction) or part of another action (when attempted actively).

Skills: Climb (STR)

Armor Penalty

Climb is the skill of ascending, descending, and moving across slopes and walls.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Check.
With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds).

A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper.

A failed Climb check indicates that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height he or she had already attained (unless the character is secured with some kind of harness or other equipment).

The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the DC by 5.

Since the character can’t move to avoid an attack, he or she is flat-footed while climbing (the character loses any Dexterity bonus to Defense).

Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls from his or her current height and sustains the appropriate falling damage.

Accelerated Climbing.
A character can try to climb more quickly than normal. The character can move his or her full speed, but the character takes a –5 penalty on his or her Climb check. (Moving twice the character’s speed in a round requires two checks, one for each move action.)

Making Handholds and Footholds.
A character can make handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In similar fashion, a climber with an ice axe or other proper implement can cut handholds or footholds in an ice wall.

Catching Yourself When Falling.
It’s practically impossible for a character to catch him or herself on a wall while falling. Make a Climb check (DC equal to wall’s DC + 20) to do so. A slope is relatively easier to catch on (DC equal to slope’s DC + 10).

Catching a Falling Character While Climbing.
If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall’s DC + 10). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.

Special.
  • Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use two times a character’s maximum load to determine how much weight he or she can lift.
  • A character can take 10 while climbing, but can’t take 20.
  • A character without climbing gear takes a –4 penalty on Climb checks. At the GM’s discretion, certain kinds of climbing attempts might require only a rope or some other implement, or even just one’s hands and feet, rather than a full set of climbing gear to avoid the penalty.
  • A character with the Athletic feat gets a +2 bonus on all Climb checks.
  • A halfling has a +2 racial bonus on Climb checks because halflings are agile and surefooted.
  • The master of a lizard familiar gains a +3 bonus on Climb checks.
  • A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Synergy.
If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.

Time.
Climbing at one-half your speed is a full-round action. Moving half that far (one-fourth the character’s speed) is a move action.

Accelerated climbing, allowing the character to climb at his or her full speed, is a full-round action. A character can move half that far (one-half his or her speed) as a move action.

Skills: Bluff (CHA)

Bluff is the skill of subtly misleading, distracting, or confusing.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Check.
A Bluff check is opposed by the target’s Sense Motive check when trying to con or mislead. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can work against the character: The bluff is hard to believe, or the action that the bluff requires the target to take goes against the target’s self-interest, nature, personality, or orders.

If it’s important, the GM can distinguish between a bluff that fails because the target doesn’t believe it and one that fails because it asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the target’s Sense Motive check succeeds by 10 or less, then the target didn’t so much see through the bluff as prove reluctant to go along with it. If the target’s Sense Motive check succeeds by 11 or more, he has seen through the bluff, and would have succeeded in doing so even if it had not placed any demand on him (that is, even without the +10 bonus).

A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1 round or less), or the target believes something that the character wants him or her to believe.

A bluff requires interaction between the character and the target. Targets unaware of the character can’t be bluffed.

A bluff is not the same thing as a lie. A bluff is a quick prevarication intended to distract, confuse, or mislead, generally only for the short term. A bluff is not intended to withstand long-term or careful scrutiny, but rather to momentarily deter an action or decision. Bluffs involve attitude and body language. Bluffs often include lies, but they usually aren’t very sophisticated and aren’t intended to deceive the target for more than a few moments.

A lie, on the other hand, is a simple misrepresentation of the facts. Body language and attitude aren’t a big part of communication. The lie may be very sophisticated and well thought-out, and is intended to deceive a character at least until he or she discovers evidence to the contrary. A character should not make a Bluff check every time he or she utters a lie.

Feinting in Combat.
A character can also use Bluff to mislead an opponent in combat so that the opponent can’t dodge the character’s attack effectively. If the character succeeds, the next attack the character makes against the target ignores his or her Dexterity bonus to Defense (if the opponent has one), thus lowering his or her Defense score. Using Bluff in this way against a creature of animal intelligence (Int 1 or 2) requires a –8 penalty on the check. Against a nonintelligent creature, feinting is impossible.

Creating a Diversion to Hide.
A character can use Bluff to help him or her hide. A successful Bluff check gives the character the momentary diversion needed to attempt a Hide check while people are aware of the character. (See the Hide skill)

Sending a Secret Message.
A character can use Bluff to send and understand secret messages while appearing to be speaking about other things. The DC for a basic message is 10. Complex messages or messages trying to communicate new information have DCs of 15 or 20. Both the sender and the receiver must make the check for the secret message to be successfully relayed and understood.

Anyone listening in on a secret message can attempt a Sense Motive check (DC equal to the sender’s Bluff check result). If successful, the eavesdropper realizes that a secret message is contained in the communication. If the eavesdropper beats the DC by 5 or more, he or she understands the secret message.

Whether trying to send or intercept a message, a failure by 5 or more points means that one side or the other misinterprets the message in some fashion.

Try Again?
Generally, a failed Bluff check makes the target too suspicious for the character to try another bluff in the same circumstances. For feinting in combat, the character may try again freely.

Special.
  • A character can take 10 when making a bluff (except for feinting in combat), but can’t take 20.
  • A character with the Deceptive or Persuasive feats get a +2 bonus on all Bluff checks.
  • A ranger gains a bonus on Bluff checks when using this skill against a favored enemy.
  • The master of a snake familiar gains a +3 bonus on Bluff checks.

Synergy.
If you have 5 or more ranks in Bluff, you get a +2 bonus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on Disguise checks made when you know you’re being observed and you try to act in character.

Time.
A bluff takes at least 1 round (and is at least a full-round action) but can take much longer if the character tries something elaborate. Using Bluff as a feint in combat is an attack action.

Skills: Balance (DEX)

Armor Penalty
Balance is the skill of maintaining a state of equilibrium or physical steadiness.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Check.
The character can walk on a precarious surface. A successful check lets the character move at half his or her speed along the surface as a move action. A failure indicates that the character spends his or her move action keeping his or her balance and does not move. A failure by 5 or more indicates that the character falls. The difficulty varies with the conditions of the surface.

Being Attacked While Balancing.
While balancing, the character is flat-footed (the character loses his or her Dexterity bonus to Defense, if the character has one), unless the character has 5 or more ranks in Balance. If the character takes damage, he or she must make a Balance check again to remain standing.

Accelerated Movement.
The character can try to cross a precarious surface more quickly than normal. The character can move his or her full speed, but the character takes a –5 penalty on his or her Balance check. (Moving twice the character’s speed in a round requires two checks, one for each move action.)

The character can attempt to charge across a precarious surface. Charging requires one Balance check at a –5 penalty for each multiple of the character’s speed (or fraction thereof) that the character charges.

Special.
  • A character can take 10 when making a Balance check, but can’t take 20.
  • A character with the Focused or Agile feats get a +2 bonus on all Balance checks.

Synergy.
If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance checks.

Time.
Balancing while moving one-half the character’s speed is a move action.

Accelerated movement, allowing the character to balance while moving his or her full speed, is also a move action.

Skills: Appraise (INT)

Appraise is the skill of estimating the monetary value, or assessing the worth of an object.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Check.
You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value.

Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value.

A magnifying glass gives you a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant’s scale gives you a +2 circumstance bonus on Appraise checks involving any items that are valued by weight, including anything made of precious metals.

These bonuses stack.

Try Again?
No. You cannot try again on the same object, regardless of success.

Special.
  • A dwarf gets a +2 racial bonus on Appraise checks that are related to stone or metal items because dwarves are familiar with valuable items of all kinds (especially those made of stone or metal).
  • The master of a raven familiar gains a +3 bonus on Appraise checks.
  • A character with the Diligent feat gets a +2 bonus on Appraise checks.

Synergy.
If you have 5 ranks in any Craft skill, you gain a +2 bonus on Appraise checks related to items made with that Craft skill.

Untrained.
For common items, failure on an untrained check means no estimate. For rare items, success means an estimate of 50% to 150% (2d6+3 times 10%).

Time.
Appraising an item takes 1 minute (ten consecutive full-round actions).

Skills: Skill List

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Below is a list of Skills available to player characters:

  • Appraise (INT): The skill of estimating the monetary value, or assessing the worth of an object.
  • Balance (DEX): Armor Penalty. The skill of maintaining a state of equilibrium or physical steadiness.
  • Bluff (CHA): The skill of subtly misleading, distracting, or confusing.
  • Climb (STR): Armor Penalty. The skill of ascending, descending, and moving across slopes and walls.
  • Concentration (CON): The skill of maintaining focus while there is the potential of distraction.
  • Craft (INT): The skill of creating something with careful attention to detail. This skill encompasses several categories, each treated as a separate skill:
Craft Chemical (INT): Requires Training. The skill of mixing chemicals to create acids, bases, explosives, and poisonous substances.
Craft Electronic (INT): Requires Training. The skill of building electronic equipment from scratch, such as leyden jars, lighting equipment, audio equipment, recording devices and telegraphs.
Craft Mechanical (INT): Requires Training. The skill of building mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets.
Craft Pharmaceutical (INT): Requires Training. The skill of creating compound medicinal drugs to aid in recovery from treatable illnesses.
Craft Structural (INT): The skill of building wooden, concrete, or metal structures from scratch.
Craft Visual Art (INT): The skill of creating paintings, drawings, photographs, or some other work of visual art.
Craft Writing (INT): The skill of creating short stories, novels, plays, newspaper articles and similar works of writing.
  • Decipher Script (INT): Requires Training. The skill of uncovering the meaning behind an ancient language or code, or determining the meaning of an incomplete text.
  • Demolitions (INT): Requires Training. The skill of creating or disarming simple explosives and detonators.
  • Diplomacy (CHA): The skill of conducting negotiations and managing people.
  • Disable Device (INT): Requires Training. The skill of bypassing locks and simple mechanical devices.
  • Disguise (CHA): The skill of changing appearances or concealing identity.
  • Drive (DEX): The skill of guiding the movement of a vehicle in unusual circumstances.
  • Escape Artist (DEX): Armor Penalty. The skill of breaking free from confinement or restraint.
  • Forgery (INT): The skill of falsifying documents, money, or works of art.
  • Gamble (WIS): The skill of playing games of chance for money and other stakes.
  • Gather Information (CHA): The skill of collecting rumors, gossip, local concerns and the like.
  • Handle Animal (CHA): Requires Training. The skill of train an animal specific tricks and commands.
  • Hide (DEX): Armor Penalty. The skill of concealing from sight and preventing discovery.
  • Intimidate (CHA): The skill of forcibly persuading another character.
  • Investigate (INT): The skill of examining, studying, inquiring and systematically searching for clues.
  • Jump (STR): Armor Penalty. The skill of leaping from the ground.
  • Knowledge (INT): The skill of acquiring facts, truth or principles from study, investigation or experience. This skill encompasses several categories, each treated as a separate skill: Arcane Lore, Art, Architecture & Engineering, Behavioral Sciences, Business, Civics, Current Events, Dungeoneering, Earth & Life Sciences, Geography, History, Local, Nature, Nobility & Royalty, Physical Sciences, Popular Culture, Religion, Streetwise, Tactics, Technology, Theology & Philosophy.
  • Listen (WIS): The skill of hearing and paying close attention to sound.
  • Move Silently (DEX): Armor Penalty. The skill of passing from one place to another without making noise.
  • Navigate (INT): The skill of finding a location without directions or other specific guidance.
  • Open Lock (DEX): Requires Training. The skill of unlocking items intent on being closed.
  • Perform (CHA): The skill of presenting music, drama or other entertainment before an audience. This skill encompasses several categories, each treated as a separate skill: Act, Dance, Humor, Keyboards, Percussion Instruments, Sing, String Instruments, Wind Instruments.
  • Pilot (DEX): Requires Training. The skill of operating a boat or ship.
  • Profession (WIS): The skill of having the ability to engage in an occupation or calling. This skill can encompass several categories, each treated as a separate skill.
  • Read/Write Language (None): Requires Training. The skill of understanding the letters and syntax of written words. This skill can encompass several languages, each treated as a separate skill.
  • Repair (INT): The skill of restoring objects to good or sound condition.
  • Research (INT): Requires Training. The skill of diligent and systematic inquiry or investigation into a subject.
  • Ride (DEX): The skill of riding a mounted animal.
  • Search (INT): The skill of carefully looking through objects or examining locations in order to locate something concealed.
  • Sense Motive (WIS): The skill of innately knowing the cause or goals of an individual's actions.
  • Sleight of Hand (DEX): Requires Training; Armor Penalty. The skill of performing feats that require quick and clever movements of the hands, especially for entertainment or deception.
  • Speak Language (None): Requires Training. The skill of using and understanding spoken words and phrases. This skill can encompass several languages, each treated as a separate skill.
  • Spellcraft (INT): Requires Training. The skill of using and understanding magic and spells.
  • Spot (WIS): The skill of detecting, recognizing or locating something by sight.
  • Survival (WIS): The skill of keeping oneself and others safe and fed in the wild.
  • Swim (STR): Armor Penalty. The skill to move unaided through the water.
  • Treat Injury (WIS): The skill to care for instances of harm or damage to the body.
  • Tumble (DEX): Requires Training; Armor Penalty. The skill to perform gymnastic feats and land softly from a fall.
  • Use Magic Device (CHA): Requires Training. The skill to use an object imbued with magic.
  • Use Rope (DEX): The skill to make use of strong cords to tie, fasten, bind and climb.