Skill List:


Academia (Int), Anthropology (Int), Arcana (Int), Craft (Int), Deception (Cha), Diplomacy (Cha), Disable Device (Dex), Intimidate (Cha), Linguistics (Int), Medicine (Wis), Nature (Int), Parkour (Dex), Perception (Wis), Perform (Cha), Religion (Int), Sleight of Hand (Dex), Stealth (Dex).

Academia (Int):


Academia is the study of science and math. The skill of Academia allows you to know things. It includes mathematics, chemistry, biology and physics.

Answering a question within this field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 25 (for really tough questions). Answering a question with a DC higher than 10 requires you to have ranks in Academia.

Power: Past Sight
Three times per day, you can make a DC 15 Academia check that takes 1 minute. If you pass this check, you know every major event that occurred in your current location within the past 24 hours plus 12 hours for every full 5 points by which you beat the DC.

Power: Angle Shot
Three times per day, you can make a DC 20 Academia check as a standard action. If you pass this check, you can, for 1 minute, make ranged attacks at any target you are aware of within range; you do not need line of sight.

Anthropology (Int):


Anthropology is the study of people. The skill of Anthropology allows you to know things. It includes royalty, wars, colonies, migrations, founding of cities, lineages, heraldry, family trees, mottoes, personalities, legends, inhabitants, laws, customs and traditions.

Answering a question within this field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 25 (for really tough questions). Answering a question with a DC higher than 10 requires you to have ranks in Anthropology.

Power: Legend Lore
You can roll an Anthropology check to see what you know about legends (e.g. local notable people, legendary items, or noteworthy places). You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC: Type of Knowledge
10: Common, known by at least a substantial minority of the local population.
15: Uncommon but available, known by only a few people legends.
20: Obscure, known by few, hard to come by.
25: Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Arcana (Int):


Arcana is the study of arcane magic. The skill of Arcana allows you to know things. It includes ancient mysteries, magic traditions, arcane symbols, cryptic phrases and dragons.

Answering a question within this field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 25 (for really tough questions). Answering a question with a DC higher than 10 requires you to have ranks in Arcana.

In addition, a DC 12 + spell level Arcana check allows you to recognize and identify a spell being cast or the ongoing effects of a spell.

Lastly, you can use Arcana to attempt to cast an arcane spell; you must have ranks in Arcana to attempt this. Once per day (this daily use is shared with the matching ability in the Religion skill) you can name a 1st level or lower spell from the sorcerer/wizard spell list and make a DC 15 Arcana check; attempting this check is part of the casting time of the spell. If you pass the check, you cast the spell. The save DC for this spell is Int based.

Power: Arcane Study
When using Arcana to attempt to cast a spell, you may choose a second or third level spell; if you do, the Arcana DC is increased (20 for second level, 25 for third). In addition, you can attempt to cast one more spell per day; this extra attempt can only be used on an Arcane spell.

Craft (Int):


Craft is used to make things. Like Perform, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, architecture, armor, boats, bows, cloth, clothes, etching, firearms, gems, glass, leather, metal, rations, scribing, shoes, stone, weapons and wood.

Each item has a Craft skill and Craft DC; to make an item, roll a Craft check of that Craft skill. As an example, a dagger is "Craft (weapons) DC 12", so to craft a dagger, you make a Craft (weapons) check with a DC of 12.

To determine how much time and money it takes to make an item, follow these steps: Divide the price of the item by 3; the resulting value is the cost to craft the item. Divide the Craft DC of the item by 5; the resulting value is how many days it takes to craft the item (min. 1 day). For every 5 points by which you beat the DC, reduce this time by 1 day; if it is reduced to less than 1 day, it takes 1 hour.

You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price.

Power: Frugal Crafting
By increasing the Craft DC by 10 (and therefore increase the crafting time by 2 days), you can reduce the cost to craft an item to one-fourth of the price of the item.

Power: Cobble
You can cobble together simple items in a few minutes from the materials in the enviroment around you. This includes simple weapons, armor and basic tools; all items created must cost less than 10 gp. Items cobbled together are not well built; they fall apart 6 hours later.

Deception (Cha):


Deception is the art of lying. The skill of Deception is used to lie to people and to make disguises. In either case, the check is opposed by a Perception check made by the person being deceived. If you pass the check, they fall for your lie. If the lie is particularly outrageous (e.g. telling someone you are the moon or dressing up as the king), you suffer a -5 or -10 penalty to your check.

You can also create false lies, using Deception to make someone think they have caught you lying, even if you aren't. The same rules apply; they "catch" you if they fail the check.

Power: Deceit Shield
Whenever you fight a creature, you can, as a standard action, make a Deception check opposed by that creatures Perception check. If you win the check, you receive a +2 focus bonus on Reflex saves (and therefore AC) against that creature for the remainder of the combat. You can make only three Deception checks to use this benefit per combat, divided among your foes as you see fit.

Diplomacy (Cha):


Diplomacy can be used to convince someone that you are telling the truth, assuming that you are. It can also be used to talk someone into accepting an offer you are making.

You can use Diplomacy to convince someone that you are being truthful when you are. To do this, you must roll Diplomacy while the other person rolls Perception. Add together your two check results. This combined check must reach a DC of 25; if they do, your statement is believed. If the statement is particularly outrageous (e.g. telling someone the king is actually a demon), you suffer a -5 or -10 penalty to your check.

You can use Diplomacy to negotiate and get people to accept offers you make. Doing this takes 1 minute. The DC of this check starts with a base of 11. Increase this DC by your target's best mental stat (that is, the best of their Int, Cha and Wis) and by their level. Then apply the following modifiers to the DC:


Relationship: Example: Modifier
Close Friend: Long-time friend or lover: -10
Friend: Friend or ally: -4
Neutral: Anyone not in another set: +0
Enemy: Rival or evil minion: +4
Great Enemy: Nemesis or evil overlord: +10

(the examples here are what you are asking another person to do)
Request: Example: Modifier
Great deal: Selling non-secret information: -10
Good deal: Helping in battle for money: -4
Average deal: Giving directions for free: +0
Bad deal: Helping in battle for glory: +4
Fiendish deal: Giving you a castle for free: +10

You may take 10 on Diplomacy checks for negotiation if, and only if, both the relationship modifier and the request modifier are +0 or less.

Diplomacy can not be used to negotiate with player characters.

Power: Quick Con
You can, as a standard action, make a Diplomacy check opposed by your target's Perception check. If you win the check, your target must follow your instruction from the following list:

-Approach: They must finish their next turn closer to you then they started it.
-Retreat: They must finish their next turn farther from you then they started it.
-Attack: They must make an attack on their next turn (ranged or melee, either works).
-Calm: They may not make any melee attacks on their next turn (ranged attacks are allowed).

You can only target a given creature once per day.

Disable Device (

Dex):


Disable Device is used to open locks and disarm traps; Disable Device can not be used untrained. Attempting an Disable Device check without a set of thieves' tools imposes a -2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves' tools, you gain a +2 circumstance bonus on the check.

The DC for opening a lock varies from 20 to 35, depending on the quality of the lock. The DC for disarming a trap depends on how tricky the device is. Disabling a fairly simple trap has a DC of 15; more intricate and complex traps (e.g. pressure pad arrow traps) have higher DCs (e.g. 20 to 25). In any event, it takes 1 round to attempt to pick a lock and 1 minute to attempt to disarm a trap.

Power: Speed Disarm
By increasing the Disable Device DC by 5, you can attempt to disarm a trap as a full round action.

Intimidate (Any):


Intimidate is special; you may choose to use whichever ability score you wish to add to Intimidate skill checks.

Intimidate is used to force others to act as you wish. The DC of an Intimidate check is equal to 11 + the level of the target. If the target is in a group, use the level of the highest member of the group. If you succeed, one of the following four effects occurs (your choice). The length of time it takes to make the check depends on which effect you choose.

-The target takes a -2 penalty on attack rolls, ability checks, and saving throws (1 standard action).
-The target can not make melee attacks targeting any creature but you (1 standard action, you suffer a -4 penalty to the check).
-The target moves away from you as quickly as they can (1 full-round action, you suffer a -4 penalty to the check).
-The target will chat, advise, offer limited help and/or advocate on your behalf (1 minute).

In any case, the effect chosen remains as long as the target remains in your presence (if you lose consciousness, the effect ends). A character immune to fear can't be intimidated, nor can nonintelligent creatures.

Power: Mass Fright
When you are making an Intimidate check, you may choose to take a -6 penalty on the check to intimidate two additional targets. Make only one check, using the level of the highest level target.

Linguistics (Int):


Linguistics is the study of language. The skill of Linguistics is used to work with and study language.

For every odd numbered rank you put into this skill, you learn to speak and read a new language. Some common languages are as follows: Common, Human, Dwarven, Elven, Halfling, Gnomish, Orcish, Trollish, Goblin, Draconic and Sylvan. Most planes have several languages spoken there.

You can use Linguistics to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 15 for the simplest messages, 20 for standard texts, and 25 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text (Success means that you do not draw a false conclusion; failure means that you do).

Both the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you can't tell whether the conclusion you draw is true or false.

Lastly, you can use Linguistics to make or detect a forgery. Making a forgery requires writing materials appropriate to the document being forged. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before, and you gain a +4 bonus on your check. To forge a signature, you need an autograph of that person to copy. To forge a longer document written in the hand of some particular person, a large sample of that person's handwriting is needed, and you suffer a -4 penalty on the check.

The Linguistics check is made secretly, so that you're not sure how good your forgery is. You don't make a check until someone examines the work. Your Linguistics check is opposed by the Linguistics check of the person who examines the document to verify its authenticity; if they roll better, they detect the forgery.

Power: Good Ear
When you hear a language you don't know, you can attempt a DC 20 Linguistics check. If you pass this check, you still understand the basics of the language, and you can understand and speak simple questions, explanations, and instructions; this understanding only lasts for 24 hours. If you fail this check, you may not retry it for 24 hours.

Medicine (Wis):


Medicine is the study of making people better. It can be used to help heal people of damage and cure them of illness.

By making a DC 10 Medicine check, you can provide first aid or long-time care. Attempting first aid takes 1 standard action and, if successful, makes the target stable. Long-term care takes an entire day and, if successful, doubles the targets natural healing rate for that day.

A DC 15 Medicine check allows you to treat wounds or make an herbal mix. Either of these uses take 1 minute. By treating wounds, your target is healed 1d8 hit points + your Wisdom score. Making an herbal mix creates a liquid that, if consumed within 8 hours, heals the drinker 1d4 hit points. A creature can benefit from each of these once each day.

Lastly, you can attempt to treat poisons and diseases. Attempting this takes 1 minute. If your Medicine check is higher than the save DC of the poison/disease, the poison/disease is cured.

Power: Patch Job
By making a DC 20 Medicine check, you can heal one target 1d10 + your Wis score hit points. Making this check takes a full round action, and a given target can only receive this effect once per day.

Power: Resuscitation
In addition, you can use Medicine to treat wounds after death; if this healing brings the creature above -10 hit points, it brings them back to life. To do this, you must start treating wounds within 1 minute of death. If you attempt this, the Medicine DC is increased to 25.

Nature (Int):


Nature is the study of nature. The skill of Nature allows you to know things. It includes animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather and vermin.

Answering a question within this field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 25 (for really tough questions). Answering a question with a DC higher than 10 requires you to have ranks in Nature.

In addition, Nature can be used to navigate and survive in the wild. A DC 15 Nature check informs you of either the current time or what direction north is; you can only attempt this if you can see the sky. You get a +4 bonus on finding the time during the day or directions during the night. A DC 20 Nature check allows you to predict the weather up to 24 hours in advance. Lastly, a DC 10 check allows you to forage for food and water for yourself while traveling; you can provide food and water for one other person for every 2 points by which your check result exceeds 10.

Power: Simple Trap
By making a DC 15 Nature check, you can make a simple trap out of nearby materials, and place it in a single 5-foot space. Setting up a simple trap takes 5 minutes. The trap is triggered when someone steps in the space it is built in. When triggered it has an effect chosen when the trap is set; the effect is chosen from the following list:

* A loud noise is heard out to a range of 300 feet.
* The triggering character loses their next turn.
* The triggering character takes 2d6 damage.

Once triggered, the trap is expended. The Perception DC to find one of these simple traps is 15, which is also the Disable Device DC to disarm the trap. By increasing the Nature DC by 5, you can increase the Search and Disable Device DC's by 3. This can be done any number of times. 

Parkour (Dex):


Parkour is the art of moving between two places as quickly as possible. The skill of Parkour allows you to leap great distances, climb cliffs, slip between foes and swim.

To jump with the skill of Parkour, simply make a Parkour check as a move action. The check result is the distance jumped in feet. Jumping straight up divides the check result by 3.

Swimming with Parkour simply requires a DC 10 Parkour check. If the water is rough or stormy, increase the DC by 5 or even 10. Success allows you to move your base land speed in the water (you may dive if you wish). Failure by more than 5 forces you to go 15 feet underwater.

While underwater, the DC of all Parkour checks to swim is increased by 5, unless you are swimming straight up. While underwater, most characters can not breathe (See Suffocation in chapter 13).

To climb with Parkour, make a Parkour check. A DC 20 check allows you to climb a normal surface (such as a castle wall or a cliff). A surface with lots of handholds decreases the DC by 5, while a very smooth surface increases the DC by 5. If the surface is slippery, the DC is increased by 5.

Lastly, Parkour can be used to avoid foes. Whenever you provoke an attack of opportunity, make a Parkour at DC 25. If you pass this check, you don't provoke the attack of opportunity; each time you attempt this check within a round, increase the DC by 10.

Power: Dash
You may, 3 times per day, attempt to dash. Make a DC 20 Parkour check as a free action. If you pass that check, your base land speed is increased by 10 feet for that round.

Perception (Wis):


Perception is used to notice things and detect those who seek to avoid you. Perception is used for all of the 5 main senses. If something isn't hidden (e.g. a creature standing in the open or someone talking in a normal volume), no Perception check is required.

Perception is used in a wide range of ways, including noticing that something isn't right. Whenever someone uses Stealth to hide from you, Deception to deceive you or Sleight of Hand to rob you, you make a Perception check. If your check result is higher, they have failed; you notice them, see through their lies or spot them robbing you (and can try to stop them, see Sleight of Hand).

In addition, Perception is used to notice things about your environment. If someone has tried to hide something, be that something a trap, a door or some treasure, you can make a Perception check to find what is hidden. The DC for this check is usually 15, but can be higher or lower depending on how well it is hidden. This can also be used to hear whispered conversations or to read lips. Traps are usually hidden rather well; the default DC for finding a trap is 20.

Lastly, Perception can be used to identify the value of an item. The DC to identify the value of an item is 15. Increase this DC by 3 if the item is a magic item; decrease this DC by 5 if you have at least 4 ranks in the Craft skill used to make the item. Pass this check and you learn the market value of the item. Making this check takes 1 minute.

Power: Leading Strike
Whenever you fight a creature, you can, as a standard action, make a Perception check opposed by that creatures Deception check. If you win the check, you receive a +2 focus bonus on attack rolls and damage rolls against that creature for the remainder of the combat. You can make only three Perception checks to use this benefit per combat, divided among your foes as you see fit.

Perform (Cha):


Perform is used to engage in various performances. Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks, each purchased as a separate skill.

Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of which is provided for each category below.

Act (comedy, drama, mime)
Comedy (buffoonery, limericks, joke-telling)
Dance (ballet, waltz, jig)
Keyboard instruments (harpsichord, piano, pipe organ)
Oratory (epic, ode, storytelling)
Percussion instruments (bells, chimes, drums, gong)
String instruments (fiddle, harp, lute, mandolin)
Wind instruments (flute, pan pipes, recorder, trumpet)
Sing (ballad, chant, melody)

You can use Perform to assist your allies. To assist your allies with Perform, you must make a Perform check as a Standard action; the DC of this check is 10 or 20, your choice. If you succeed on this check, one targeted creature gets a +1 or +2 (divide the DC by 10) morale bonus to attack rolls and reflex saves until the start of your next turn.

You can also use Perform to perform and entertain. A DC 15 is an enjoyable performance and higher results indicate better performing.

Power: Rallying Sound
When you use Perform to assist your allies, the bonuses granted last one round longer (i.e. it ends at the start of your turn after your next one). In addition, the bonuses granted also apply to damage rolls.

Religion (Int):


Religion is the study of divine magic. The skill of Religion allows you to know things. It includes gods and goddesses, other planes, mythic history, ecclesiastic tradition, holy symbols, undead and outsiders.

Answering a question within this field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 25 (for really tough questions). Answering a question with a DC higher than 10 requires you to have ranks in Religion.

In addition, a DC 15 + spell level Religion check allows you to recognize and identify a spell being cast or the ongoing effects of a spell.

Lastly, you can use Religion to attempt to cast a divine spell; you must have ranks in Religion to attempt this. Once per day (this daily use is shared with the matching ability in the Arcana skill) you can name a 1st level or lower spell from the cleric/favored spell list and make a DC 15 Religion check; attempting this check is part of the casting time of the spell. If you pass the check, you cast the spell. The save DC for this spell is Cha based.

Power: True Faith
When using Religon to attempt to cast a spell, you may choose a second or third level spell; if you do, the Religon DC is increased (20 for second level, 25 for third). In addition, you can attempt to cast one more spell per day; this extra attempt can only be used on a Divine spell.

Sleight of Hand (Dex):


A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.

When you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.

You can hide a small object on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or the Perception check of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most small weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.

Drawing a hidden weapon is a standard action and doesn't provoke an attack of opportunity.

If you try to take something from another creature, you must make a DC 20 Sleight of Hand check to obtain it. The opponent makes a Perception check to detect the attempt, opposed by the same Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. If the opponent notices your attempt, you and the opponent roll opposed Dexterity checks; if they win the check, your attempt to take the item fails.

Power: Deft Hands
You can use Sleight of Hand to send secret messages to anyone you can see (these messages can only convey simple questions, explanations, and instructions); this requires a DC 15 Sleight of Hand check. Anyone else trying to detect and understand these messages makes a Perception check opposed by the Sleight of Hand check you made to send the message; the observer’s success doesn’t prevent you from sending the message, just from doing it unnoticed.

Stealth (Dex):


Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.

Creatures gain a bonus or penalty on Stealth checks based on their size; Small creatures get a +4 bonus, while Large creatures get a -4 penalty. Other sizes get other bonuses or penalties, as listed with their sizes.

If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Deception check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).

If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack (sniping) and then immediately use Stealth again. You take a –10 penalty on your Stealth check to maintain your obscured location.

You can use Deception to allow you to use Stealth. A successful Deception check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

Power: Shadow Strike
Whenever you attack someone while you have concealment, you can make a Stealth opposed by their Perception check. If you win this opposed check, you deal an extra 1d6 points of damage. Creatures that are immune to a Rogue's Sneak Attack are immune to this trick.