Any skills that emulate spells use your rank in the skill as your effective caster level.
- ABJURATION
- ATHLETICS
- AWARENESS
- COMBAT
- CONJURATION
- CRAFTS
- DEFENSE
- ENCHANTMENT
- EVOCATION
- FORTITUDE
- ILLUSION
- KNOWLEDGE
- MEDICINE
- NECROMANCY
- SUBTERFUGE
- SURVIVAL
- TRANSMUTATION
- WILLPOWER
ATHLETICS
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Racer (1):* Add 5 feet to your base speed.
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Agile Run (2): You are not flat-footed when you run and don't take the normal -2 AC for charging.
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Sprinter (3):* You can run at x5 instead of x4 speed. Stacking adds +1 to this each time.
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Balance (1):* You gain a +2 bonus to Dexterity checks and saving throws made to overcome balancing on precarious surfaces.
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Improved Balance (2): You are not flat-footed while balancing on precarious surfaces.
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Greater Balance (3):* You can move +10 feet farther than normal when you balance on precarious surfaces (up to a maximum equal to your normal base speed).
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Climbing (1):* You gain a +2 bonus to Strength checks and saving throws made to overcome difficult climbing surfaces.
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Improved Climbing (2): You are not flat-footed while climbing.
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Greater Climbing (3):* You can move +10 feet farther than normal when you climb (up to a maximum equal to your normal base speed).
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Leaping (1):* You gain a +2 bonus to Dexterity checks and saving throws made to leap over obstacles or jump up to certain heights.
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Improved Leaping (2): You are always treated as having a running head start when you jump.
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Greater Leaping (3):* You can move +10 feet farther than normal when you jump (up to a maximum equal to your normal base speed).
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Swimming (1):* You gain a +2 bonus to Strength checks and saving throws made to overcome difficult climbing surfaces.
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Improved Swimming (2): You are not flat-footed while swimming.
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Greater Swimming (3):* You can move +10 feet farther than normal when you swim.
*Stackable
AWARENESS (perception, sense motive)
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Perceptive (1): +2 to Wisdom checks made to listen, search or spot hidden creatures, traps or objects.
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Farsight (1): Your sight range in any condition increases to double what it would normally be.
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Farshot (2): As the feat of the same name.
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Quick Scan (2): You can search locations in half the normal time necessary. If the search time is already only a full-round action, you can search twice as large of an area.
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Trap Sense (2): When you move within 10 feet of a trap, you can automatically make a Wisdom check to notice (or Intelligence check if you prefer). If you would normally already be granted such a check, you may roll twice and take the better of the two.
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Danger Sense (3): You gain 50% Fortification vs. Sneak Attacks.
Initiative: +2 to Dexterity checks made to determine turn order.
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Fast Reaction (2): You are not automatically flat-footed at the start of combat or during surprise rounds where you are surprised.
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Instant Reaction (3): You roll 2d20 for initiative and take the better result (instead of 1d20).
Insightful: +2 to Wisdom checks made to see through disguises and deceptions and saving throws to see through illusions.
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Detect Alignment (2): This functions as the spell of the same name. It can be used once per day per rank in Awareness.
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Zone of Truth (4): This functions as the spell of the same name. It can be used once per day per 2 ranks in Awareness.
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Discern Lies (6): This functions as the spell of the same name. It can be used once per day per 3 ranks in Awareness.
CRAFTS (craft: all of them)
(pick one craft): You gain +2 to Intelligence checks made to work with your selected field.
Master Crafter (1): You gain Master Crafter feat.
Efficient Crafter (2): You can craft, repair and redesign your selected craft with only half the normal cost.
Fast Crafter (2): You can craft, repair and redesign your selected craft in half the normal time.
Magic Item Creation Feat (X): You gain a creation feat provided you have a number of ranks in this skill equal to the minimum caster level requirement.
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Pack Rat (2): For the purposes of carrying capacity, you treat gear that you crafted yourself as half its actual weight.
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Come Prepared (3): You can pull small objects out of your pockets that were "there all along". This functions like the
minor creation spell except that the quantity of materials is limited to your light load (requiring you to have a free hand to pull them out of your pockets). You can do this once per day per 2 ranks you have in Crafts.
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Jury Rig (4): You can jury rig a makeshift item. This functions as the
Fabricate spell except that it requires a full-round action, has a range of 0 feet and it can target only a quantity of materials up to your light load (requiring you to have free hands to do this as well). You can do this once per day per 2 ranks you have in Crafts.
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Major Creation (5): As the spell but limited in quantity equal to your light load and 0ft. range. Usable 1/day per 3 ranks in this skill.
INTIMIDATE (intimidate, fear)
Intimidating (1):* You gain a +2 bonus to Charisma checks made to intimidate targets and to the DCs of fear effects you create.
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Cause Fear(2): This functions as the spell. You can use this 1/day per rank in this skill.
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Dread Aura (3): Against targets within 30 feet of you, you can use your Cause Fear as a free action.
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Dreadful (3): You can make Intimidate check instead of Will save vs. fear effects. In addition, a successful save against a fear effect makes you immune to that same effect for 24 hours and has no effect on you (instead of reducing duration, its negated).
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Doom (2): This functions as the spell. You can use this 1/day per rank in this skill.
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Mass Intimidate (2):* You can intimidate 2 targets with a normal check at a time at no penalty. In addition, you only take a -1 penalty per 2 targets you attempt to intimidate at a time instead of per 1 target. This can stack each time adding 1 to the base number of targets and the number of targets you can add before taking penalties.
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Muscle Mass (2): You can use STR or CON instead of CHA to intimidate.
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Gruesome Blow (3): When you achieve a critical hit, you can make an Intimidate check as a free action to intimidate a target.
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Fear (8): This functions as the spell. You can use this 1/day per 4 ranks in this skill.
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Fear Aura (9): Against targets within 30 feet of you, you can use your Fear as a free action.
KNOWLEDGE (knowledge: all of them, linguistics)
Pretty much all divination spells at some point.
MEDICINE (healing, craft pharmaceuticals)
Medicine (1):* You gain a +2 bonus to Wisdom checks made to perform first aid, surgery and remove/treat illness.
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Combat Medic (2): You provoke no AoOs for performing first aid, surgery or casting healing spells.
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Healing Knack (2): When you heal a target or feed them a potion, you auto maximize a number of healing dice equal to half your rank in this skill.
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Invigorating Aid (2):* When you heal a target or perform first aid, you also grant them 1d8 temporary hit points. These temporary hit points cannot exceed 5 * your rank in this skill.
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Brew Potion (3): As the feat.
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Lesser Restoration (4): As the spell, usable 1/day per 2 ranks in this skill. You must use a healer's kit or healing potion on a target to create this effect.
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Raid Dead (10): As the spell, usable 1/day per 10 ranks in this skill. You must use a healer's kit or healing potion on a target to create this effect.
PERSUASION (diplomacy, perform)
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Persuasive (1):* You gain a +2 bonus to Charisma checks made to persuade targets and to the DCs of charm effects you create.
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Charm Person (2): This functions as the spell. You can use this 1/day per rank in this skill.
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Charming Aura (3): Against targets within 30 feet of you, you can use your Charm Person as a free action.
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Willful (3): You can make Persuasion check instead of Will save vs. charm effects. In addition, a successful save against a charm effect makes you immune to that same effect for 24 hours and has no effect on you (instead of reducing duration, its negated).
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Bless (2): This functions as the spell. You can use this 1/day per rank in this skill.
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Mass Persuasion (2):* You can persuade 2 targets with a normal check at a time at no penalty. In addition, you only take a -1 penalty per 2 targets you attempt to persuade at a time instead of per 1 target. This can stack each time adding 1 to the base number of targets and the number of targets you can add before taking penalties.
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Psychic (2): You can use INT or WIS instead of CHA to persuade.
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Graceful Save (3): When you achieve a natural 20 on a saving throw or when an enemy rolls a natural 1 on an attack roll against you, you can make a Persuade check as a free action to persuade a target.
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Suggestion (8): This functions as the spell. You can use this 1/day per 4 ranks in this skill.
SPELLCRAFT (knowledge arcana, knowledge the planes, spellcraft, use magic device)
SUBTERFUGE (bluff, disguise, escape artist, sleight of hand, stealth)
SURVIVAL (knowledge nature, knowledge geography, navigation, handle animal, ride, survival)
This message was last edited by the GM at 07:07, Sun 14 Dec 2014.