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Revamped PFRPG1e - Consolidated Skills.

Posted by ArkrimFor group 0
Arkrim
GM, 42 posts
Sun 8 Aug 2021
at 12:40
  • msg #1

Consolidated Skills



PROFICIENCY

You don't have have proficiency feats, base attack bonus, or caster level. Instead, skills are used for attack rolls, special attack DCs, etc. There are no proficiency feats. You're automatically proficient with an item or attack as long as you have at least 1 rank in the skill used for the item's normal functions. You're proficient with armors/shields if your total Guard bonus is equal to or greater than the armor/shield bonus of the item (including enhancements).


SKILL LIST

AttributeList of Skills
CharismaDeception, Diplomacy, Eminence, Intimidation, Presence
DexterityAcrobatics, Finesse, Marksmanship, Piloting, Stealth
IntelligenceAlchemy, Cipher, Civilization, Investigation, Mechanics, Physics
StrengthAthletics, Brawn, Guard, Melee
WisdomInsight, Medicine, Mysticism, Nature, Perception, Survival

New SkillAbilityOld Skills
AcrobaticsDexAcrobatics, Escape Artist, Fly, Ride
AlchemyIntCraft (Alchemy), Knowledge: Arcana, Spellcraft, Use Magic Device
AthleticsStrAcrobatics (jump only), Climb, Swim, CMB escape grapple only
BrawnStrCarrying capacity (Light = (5 + 1/2 Brawn)2, Medium=L*2,Heavy=L*4, Drag=L*20), BAB with natural weapons and heavy weapons, CMB with bull rush, grapple, sunder, and trip
CipherIntAppraise (hi-tech only), Computers, Craft/Profession: Computers/Coding, Knowledge: Engineering (hi-tech only), Linguistics
CivilizationIntKnowledge: Geography, History, Local, Nobility; Linguistics
DeceptionChaBluff, Disguise, Glamer, Illusion, Phantasm
DiplomacyChaDiplomacy
EminenceChaHandle Animal, Leadership score, Perform (Oratory)
FinesseDexDisable Device, Escape Artist, Sleight of Hand, base attack bonus with finesse weapons
GuardStrProficiency with armor and shields
InsightWisSense Motive
IntimidationChaIntimidate
InvestigationIntDiplomacy (gather information only), Knowledge: all (research only), Perception (deduction & nonmagical divination only)
MarksmanshipDexRanged attacks
MechanicsIntDisable Device, Craft (mechanical devices only), Knowledge: Engineering
MedicineWisCraft (pharmaceuticals only), Heal, Spellcasting/Spellcraft/UMD (Disease, Heal, and Poison effects)
MeleeStrAttacks with all light and one-handed weapons and disarm, sunder, and trip combat maneuvers
MysticismWisKnowledge: Dungeoneering, Planes, Religion, Spellcraft, Use Magic Device
NatureWisKnowledge: Dungeoneering, Nature, Planes, Spellcraft, Use Magic Device
PerceptionWisPerception
PhysicsIntEvocation magic, Force magic, Knowledge: Engineering, Spellcraft (Conjuration, Evocation, Transmutation only), Survival (astronavigation only), Use Magic Device (hi-tech only)
PilotingDexRide, operating vehicles, attacks with siege weapons
PresenceChaPerform, attunement to magic items, Use Magic Device
StealthDexSleight of Hand, Stealth
SurvivalWisKnowledge: Nature (earth sciences only), Survival

Any time any stat or effect in the game gives you a modifier to a skill that has been merged into another skill, you still gain that modifier but it now applies to a particular use of that skill. For example, a +8 racial bonus to Climb checks would simply become a +8 racial bonus to Athletics checks made to climb, but not other uses of the Athletics skill.

Any stat that granted you a "class skill" instead gives you a flat +2 bonus.

Feats like Acrobatic, Athletic, Deft Hands, Magical Aptitude, Stealthy, etc. have been removed from the game. Replace them with Skill Focus for any effects that have them as prerequisites.

Any bonuses to skills from the previous edition are only to skill checks and not attack rolls, damage rolls, saving throws, or DCs using the skill. For example, Skill Focus (Brawn) would give you a bonus to Brawn checks made to break, lift, and shove objects as well as carrying capacity, but not to Brawn checks made to make attack rolls or damage rolls against creatures.
This message was last edited by the GM at 05:55, Tue 30 Jan.
Arkrim
GM, 106 posts
Sat 9 Sep 2023
at 22:09
  • msg #2

Charisma Skills

The following skills are tied to Charisma checks and DCs.



DECEPTION (CHA)

The Deception skill encompasses a creature’s ability to bluff, deceive, hoodwink, manipulate, swindle, or trick others either through mundane lies and disguises or through staged illusions.



DIPLOMACY (CHA)

The Diplomacy skill encompasses a creature’s ability to negotiate and persuade others without any major deception or coercion.



INTIMIDATION (CHA)

The Intimidation skill encompasses a creature’s ability to bully, coerce, pressure, or threaten others to comply.



GRAVITAS (CHA)

The Gravitas skill encompasses your ability to command armies and bend beasts to your will. The maximum levels worth of loyal minions you can possess is equal to your level + Gravitas bonus, no one of which can have a level greater than 1/2 your own level. If you have the Cohort ability, you can have 1 of these minions be up to 1/2 your level + Cohort tier.



PRESENCE (CHA)

The Presence skill encompasses a creature’s ability to put on performances and impressive displays. It represents their ability to gather and hold attention as well as entertain. Different characters may have different methods of doing so such as storytelling, singing, dancing, or acting, and so forth, but the skill ultimately comes down to capturing and impressing an audience.



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Arkrim
GM, 107 posts
Sat 9 Sep 2023
at 22:09
  • msg #3

Dexterity Skills

The following skills are tied to Dexterity checks and DCs.



ACROBATICS (DEX)

The Acrobatics skill encompasses agility, balance, flexibility, and grace. It can be used to overcome many types of difficult terrain as well as escape tight spots and grapples. It is used for gliding and flying maneuvers as well.



FINESSE (DEX)

The Finesse skill is used to pick locks, pick pockets, disable low-tech traps, escape bindings, and perform various feats of legerdemain and sleight of hand. It can also be used to make attacks with finesse, light, and small weapons both in melee and when thrown.



MARKSMANSHIP (DEX)

The Marksmanship skill determines your accuracy and aim with bows, crossbows, firearms, and other ranged weapons. It can be used even for throwing weapons as well as siege weapons. When attempting to line up anything that requires careful aim and accuracy, a marksmanship check may be appropriate (such as assisting on a navigation check).



PILOTING (DEX)

The Piloting skill encompasses a creature’s ability to steer mounts and vehicles that they drive.



STEALTH (DEX)

The Stealth skill encompasses a creature’s ability to hide and sneak past others unseen and unnoticed. It can also be used when you attempt to stash items away in hidden spots or palm them unseen.



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Arkrim
GM, 108 posts
Sat 9 Sep 2023
at 22:09
  • msg #4

Intelligence Skills

The following skills are tied to Intelligence checks and DCs.



ALCHEMY (INT)

The Alchemy skill encompasses many types of chemistry, including unorthodox methods which mix magic and science. It is primarily used to analyze, craft, and tinker with various chemical compounds including everything from acids, bases, glues, greases, solvents, and even explosives.



CIPHER (INT)

The Cipher skill encompasses computer coding, cryptology, cyber security, data management, decryption, encryption, hacking, linguistics, and programming. It can be used to create, manage, and even overcome firewalls as well as hack systems and protect them from being hacked.



CIVILIZATION (INT)

The Civilization skill encompasses anthropology, archaeology, chronology, history, historical geography, and many other historical fields, including knowledge of legends, mythology, and cultural traditions. It also includes practical skills such as trivia and cultural awareness that allows you to avoid faux pas or taboos among many cultures.



INVESTIGATION (INT)

The Investigation skill encompasses gathering clues and making deductions based on observable evidence. You can figure out what a foe is planning or where they might go next, or deduce where someone might hide certain objects or what type of weapon dealt damage you've observed. It can also be used to research nearly anything given time to do so.



MECHANICS (INT)

The Mechanics skill encompasses electrical engineering, mechanical engineering, robotics, and many other hi-tech fields as well as practical skills such crafting and repairing hi-tech devices.



PHYSICS (INT)

The Physics skill encompasses aerodynamics, astronomy, dynamics, electromagnetism, fluid mechanics, kinematics, mathematical physics, nuclear physics, particle physics, quantum physics, thermodynamics, and many other fields of physics as well as practical skills such as calculating flight courses, probabilities, and trajectories and using evocation effects.



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Arkrim
GM, 109 posts
Sat 9 Sep 2023
at 22:10
  • msg #5

Strength Skills

The following skills are tied to Strength checks and DCs.



ATHLETICS (STR)

The Athletics skill encompasses a creature’s ability to burrow, climb, jump, swim, and perform other athletic maneuvers.



BRAWN (STR)

The Brawn skill encompasses a creature’s brute strength and determines how much weight they can carry. It is used to break objects, grapple or shove foes, and escape grapples.



GUARD (STR)

The Guard skill encompasses a creature’s ability to deflect blows and utilize armor and shields.



MELEE (STR)

The Melee skill encompasses a creature’s martial prowess with melee weapons and combat maneuvers.



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Arkrim
GM, 110 posts
Sat 9 Sep 2023
at 22:28
  • msg #6

Wisdom Skills

The following skills are tied to Wisdom checks and DCs.


INSIGHT (WIS)

This skill encompasses civics, criminology, current events, economics, management science, political science, popular culture, psychology, sociology, and many other social sciences as well as practical social skills such as discernment, hunches, intuition, judgment of character, and understanding of the mind and spirit.



MEDICINE (WIS)

This skill encompasses anatomy, healthcare, medicine, nutrition, pharmaceuticals, toxicology, virology, and many other medical science.



MYSTICISM (WIS)

This skill encompasses legends, mythology, occultism, philosophy, spirituality, theology, tradition, witchcraft, and many other studies of faith, religion, and the divine. It also includes practical skills such as performing magical rites and rituals and knowledge of other cultures that allows you to avoid faux pas or taboos.



NATURE (WIS)

This skill encompasses general biology, botany, ecosystems, fungology, zoology, and many other life sciences that examine the natural world.



PERCEPTION (WIS)

This skill encompasses a character’s alertness, awareness, and perceptiveness of the world around them. Creatures that are actively hiding from other creatures make Stealth checks against the Perception DCs of those from whom they are hiding while creatures that are actively searching for something roll Perception checks against the Stealth DC of hidden creatures or object. Perception can also allow a character to see through illusions. It does not allow a character to comprehend the importance or significance of creatures or objects which are not obvious, so many other skills often serve in place of Perception when trying to find something in plain sight or uncover clues.



SURVIVAL (WIS)

The Survival skill encompasses atmospheric sciences, ecology, geography, geology, hydrology, meteorology, oceanography, and many other geosciences as well as practical survival skills such as camping, foraging, hunting, terrestrial navigation, tracking, and weather forecasting.



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