Campaign of the Month: January 2015
Skies of Glass
This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM’s discretion. For a complete summary of all of the skills, see Table: Skill Summary.Table: Skill Summary
|Sleight of Hand||No||Dex|
|Use Magic Device||No||Cha|
Armor Check Penalty (ACP) (see Armor) applies to all Strength- and Dexterity-based skill checks.
Each level, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill. You can never have more ranks in a skill than your total number of Hit Dice. In addition, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack. Characters who take a level in a favored class have the option of gaining 1 additional skill rank or an additional hit point. If you select a level in a new class, all of its class skills are automatically added to your list of class skills, and you gain a +3 bonus on these skills if you have ranks in them.
It’s possible for a character to have two skills that work well together. In general, for each 10 ranks a character has in one skill they gain a +2 bonus on skill checks with each of its synergistic skills, as noted in the table below. In some cases, this bonus applies only to specific uses of the skill in question, and not to all checks. Some skills provide benefits on other checks made by a character, such as those checks required to use certain class features.Table: Skill Synergies
|Every 10 ranks in…||Gives a +2 bonus on…|
|Appraise||Checks to identify items (whether with Spellcraft, a Knowledge skill, or a Craft skill)|
|Bluff||Disguise checks to act in character|
|Bluff||Sleight of Hand checks|
|Bluff||Sense Motive checks|
|Climb||Survival checks made in mountainous areas|
|Craft||Related Appraise checks. Multiple Crafts cannot benefit the same check.|
|Diplomacy||Sense Motive checks|
|Disable Device||Knowledge (engineering) checks when dealing with traps or mechanical systems|
|Disguise||Perception checks to see through disguises|
|Escape Artist||Disguise checks to appear as a different race or age|
|Handle Animal||Ride checks|
|Handle Animal||Wild Empathy checks|
|Heal||Checks made to create medications (whether with Alchemy, Survival, a Craft skill, or even Heal itself)|
|Intimidate||Handle Animal checks|
|Knowledge (arcana)||Spellcraft checks|
|Knowledge (engineering)||Perception checks involving secret doors and similar compartments|
|Knowledge (geography)||Survival checks to keep from getting lost or for avoiding hazards|
|Knowledge (history)||Knowledge (local) checks|
|Knowledge (local)||Diplomacy checks to Gather Information|
|Knowledge (nature)||Survival checks in above-ground natural environments|
|Knowledge (nobility)||Diplomacy checks to propose deals|
|Knowledge (religion)||Knowledge (history) checks|
|Knowledge (the planes)||Survival checks when on other planes|
|Linguistics||Use Magic Device checks involving scrolls|
|Perception||Survival checks when following tracks|
|Perform||All Perform checks you have less than 10 ranks in (only applies once)|
|Profession||A single other skill (typically a Craft or Knowledge) determined by the type of profession (GM Discretion). Multiple Professions cannot benefit the same check.|
|Ride||Handle Animal checks|
|Sense Motive||Diplomacy checks|
|Sleight of Hand||Bluff checks|
|Spellcraft||Use Magic Device checks|
|Stealth||Sleight of Hand checks|
|Survival||Knowledge (Nature) checks|
|Use Magic Device||Checks made to identify a spell or spell effect|
Taking 10 and Taking 20
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success.Taking 10
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.Taking 20
When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). If a character chooses to take 20 on a skill that imposes penalties for failure but there’s no logical reason they couldn’t spend the extra time and effort and (likely) cost, they incur the penalties for failure 19 times.Ability Checks and Caster Level Checks
The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.
In general, when a skill check being made can result in a not-immediately-obvious failure and a character declines to or cannot take 10, the check should be made in secret by the GM. Checks with particularly consequential failure are often made by the GM as well. All opposed checks between two party members are made by the GM. A GM may, obviously, choose to forego making the check in secret (such as if the failure incredibly unlikely or is easily mitigated, or if the check is largely inconsequential). Most checks that should be made in secret are noted as such, but a GM may call for a check to be made in secret if he feels it’s appropriate.
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you’re helping gets a +2 bonus on his or her check. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.
In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.
Many skills are made over considerable periods of time, such as Handle Animal, Survival, and Craft checks. Skills like this cannot benefit from spells, abilities, and items that benefit a limited number of skill checks or that do not last long enough to benefit all checks for the whole period.
Additionally, some questions or tasks may require successful checks with multiple skills to be answered or completed.