Skills List
Acrobatics
Appraise
Bluff
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Intimidate
Knowledge
Open Lock
Perception
Perform
Research
Ride
Sense Motive
Sleight Of Hand
Spellcraft
Stealth
Survival
Use Magic Device
Use Rope
Passive Skills,
Every character has a passive skill number for every skill whether he has ranks in that skill or not.
A character's passive skill number is equal to 10 + the ranks the character has in
that skill + the characters ability modifier that applies to that skill +
any miscellaneous modifiers to that skill.
For example, an elf with 4 ranks of perception and a Wisdom of 12, has a Passive Perception of 17 (10+4 ranks, +1 Wisdom, +2 racial)
Passive skills are checked when a character uses a skill without particularly concentrating on it. It is most often used for perception to see if a character notices something out of place, such as an upcoming trap or ambush.
Some skills give the players bonuses or new actions if their passive skill reaches a certain threshold, as noted in the skill descriptions.
Taking 10
Instead of rolling your skill check, you may elect to "Take 10". This means that instead of rolling, you assume that you rolled a d20 and it landed on 10. Another way of thinking of it would be to say you are simply using your passive skill number.
If you are adequately trained in a skill, taking 10 is often the wisest choice since the nature of rolling is so unpredictable.
Skills
Athletics (Str)
Athletics is used when the character tries to run, jump, climb or swim. It can be used as an opposed check during chases.
Chases
If a character flees the battle map and an opposing character elects to pursue him, both characters roll opposed athletics checks and add their movement speed. If the fleeing character wins, it escapes. If the pursuing character wins or ties, it may take it's full attack on the fleeing character. If the fleeing character survives this attack, it may elect to attack back (thus beginning combat anew) or attempt to flee again.
Heal (Wis)
Using heal is a full-round action that provokes attacks of opportunity. If using it untrained, all DCs are increased by 5.
Knowledge: Tactics (Int)
Knowledge (Tactics) can
represent knowledge of past wars including troop movements,
fortifications, battle tactics,
and military strategy. A successful check could allow the player to
know the best course of action for a group of armed soldiers to take in a
combat situation based on how similar situations have played out in
the past. Though the check may reveal the best strategy, the
success of that strategy still relies greatly on the skill of those
following it.
Particularly good checks may reveal possible moves the enemy could make.
The highest of checks may even reveal unanticipated enemy tactics.
Perception (Wis)
Perception is used to look for traps, listen at doors, or spot hidden enemies. Passive perception is used when a character is not actively searching or listening.
Ride (Dex)
Modified DCs
Guide with Knees: DC 10
Fight with Warhorse: DC 15
Stay in Saddle: DC 5-20 (DM's judgement by situation)
If you are trained in Ride, you may take 10 to Guide with Knees and Fight with Warhorse.
So, for example, a character with 4 ranks of Ride and a +2 Dexterity
modifier could fight with a warhorse without the need for any skill
checks.
Mounted Combat
Horses take up three consecutive squares, one in front of and one behind the character as pictured right.
Charging
A
mounted character without a reach weapon charges by ending on a square
with his opponent diagonal from his charge direction. This is an
exception to the normal charging rules. The horse provokes no attacks
of opportunity from the charge, though the rider might.
Charging with Reach
A
mounted character with a reach weapon (such as a lance) charges
straight forward and engages the enemy from the distance of his weapon.
Again, the horse provokes no attacks of opportunity from the charge,
though the rider might.
Research (Int)
Research functions almost exactly like Gather Information. The key
difference is, rather than seeking information from people, the
character is looking it up in books, tomes, or archives.
A DC 10 will reveal basic news and information. Seeking specific
information could have a DC of 15 to 25 or even higher. the result of
the check determines the quality of the information found.
To use this skill, the character must be able to read and write and must
be able to comprehend whatever language his research material is
scribed in. If this is not the case, the player may hire a translator,
but suffers a -4 to all Research checks.
The quality of the research material may affect the skill roll. For
instance, incomplete or out-of-date archives could incur anywhere from a
-2 to -10 penalty, while rich libraries may have the opposite effect.
Action: Typically 1d4+1 hours, longer for more specific or obscure information
Try Again: Yes, but it requires more time.
Spellcraft (Int)
Identify Item
Spellcraft can be used to identify magic items. The DC is 20 + the item's level.
Stealth (Dex)
Stealth is a character's ability to remain hidden and undetected. It is most often used as an opposed roll against an opponent's Perception.