Skills are things anyone can learn to a lesser or greater extent if they study or train hard, especially if they train under a tutor or master. In game terms, skills are measured by ranks. Skill ranks run from 0 (unskilled) to 5 (world class). A player has 10 skill points to spend on their character’s skill ranks during character creation at first level.
The skill names in the following chart cover a broad range of actions a character can do. This is, of course, an incomplete list, and it is between the player and GM to decide what skill an action would fall under.
|Acrobatics||DEX||Balance, Escape Artist, Juggle, Tumble|
|Athletics||STR||Climb, Jump, Swim|
|Awareness||WIS||Investigate, Listen, Search, Spot, Sense Motive, etc.|
|Endurance||CON||Run, Swim, Hold Breath, Row, Endure Pain/Torture, Endure Heat or Cold Better, etc.|
|Knowledge||INT||Appraise, Knowledge (history, legends, herbology, monster lore, etc.), Detect Poison, etc.|
|Persuasion||CHA||Bluff, Diplomacy, Gather Information, Intimidate, etc.|
|Spellcraft||Spellcaster Primary Ability*||Spell Sight, Focusing, Ravaging, etc.|
|Survival||WIS||Track, Forage, Hunt, Start Fire, Fletch, Skin, Set Snares, Fish, Identify Edible Foods & Herbs, Locate Potable Water, Detect Poison, etc.|
|Thievery||DEX||Sneak, Hide, Pick Locks, Find/Set/Disarm Traps, etc.|
*The Spellcaster Primary Ability Bonus is the ability bonus listed in Ability Bonus chart. The spellcaster chooses their Spellcaster Primary Ability (INT, WIS, or CHA) when they choose a spellcaster class.
Standard Skill Check
1d20 + Skill Points + Ability Modifier > DC15
Determine Derived Stats
- Armor Class (AC) = DEX modifier + Armor bonus
- Hit Points = Max + CON modifier at 1st level. Roll hit dice + CON modifier thereafter.
Savings Throws are based on Skills. Acrobatics for reflex type saves (dodging a fireball), Survival for mind affecting saves (being under a Charm Creature Spell), and Endurance for fortitude type saves (saving vs disease).
Some checks are made against a Difficulty Class (DC). The DC is a number you must roll equal to or higher on a d20 in order to succeed on your skill check. The DC is set by the GM using the skill rules as a guideline,.
Difficulty Class (DC) Examples
|Easy||0||Climb a knotted rope (Athletics)|
|Average||5||Hear an approaching creature (Awareness)|
|Tough||10||Set up a snare trap (Thievery or Survival)|
|Challenging||15||Swim through stormy water (Endurance)|
|Formidable||20||Open an average lock (Thievery)|
|Heroic||25||Leap across a 30’ chasm (Athletics)|
|Nearly Impossible||30||Track creatures across hard ground after a rain. (Survival)|