Skills

General Skills

Acrobatics | Arcana | AthleticsCrafting | Deception | Diplomacy | Intimidation | Lore | Medicine | Nature | Occultism | Performance | Religion | Society | Stealth | Survival | Thievery

A character's acumen in skills can come from all sorts of training, from practicing acrobatic tricks to studying academic topics to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes depend heavily on certain skills—such as the alchemist's reliance on Crafting—but for most classes, you can choose whichever skills make the most sense for your character's theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up.

A character gains training in certain skills at 1st level: typically two from their background, a small number of predetermined skills from their class, and several skills of your choice granted by their class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills' actions. Sometimes you might become trained in the same skill from multiple sources, such as if your background granted training in Crafting and you took the alchemist class, which also grants training in Crafting. Each time after the first that you'd become trained in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a Lore skill, the new skill must also be a Lore skill.

Improving Skills

As your character advances in level, there are two main ways their skills improve: skill increases and skill feats. Your class lists the levels at which you gain each of these improvements.

Skill Increases

Skill increases improve your proficiency in skills of your choice. You can use these increases to become trained in new skills or increase your proficiency rank in skills you’re trained in (from trained to expert at any level, expert to master at 7th level or higher, and master to legendary at 15th level or higher). Unlike when you first become trained at a skill, if two different abilities would make you an expert, master, or legendary in a skill, you don’t get to choose a second skill to become expert in—the redundant benefit simply has no effect.

Skill Feat

Skill feats are a type of general feat that often grant you a new way to use a skill or make you better at using a skill in a particular way. Skill feats always have the skill trait. These feats appear in Chapter 5.

Key Ability

Each skill is tied to a key ability. You add your modifier for this ability to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with Stealth uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key ability for each skill appears in parentheses following the skill’s name in their descriptions. If the GM deems it appropriate for a certain situation, however, they might have you use a different ability modifier for a skill check or when determining your skill DC.

Skill Actions

The actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill. The untrained and trained actions of each skill appear in separate sections within the skill’s description.

Anyone can use a skill’s untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a barbarian untrained in Arcana could identify a construct with a lucky roll using Arcana to Recall Knowledge, the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the barbarian’s anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank.

Armor and Skills

Some armor imposes a penalty on specific skill checks and DCs. If a creature is wearing armor that imparts a skill penalty, that penalty is applied to the creature’s Strength- and Dexterity-based skill checks and skill DCs, unless the action has the attack trait.

Secret Checks

Sometimes you won’t know whether you succeed at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when you’re searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore. This way, you as the player don’t know things that your character wouldn’t. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public.

Exploration and Downtime Activities

Some skill activities have the exploration or downtime trait. Exploration activities usually take a minute or more, while downtime activities may take a day or more. They usually can’t be used during an encounter, though the GM might bend this restriction. If you’re not sure whether you have the time to use one of these activities, ask your GM.

Skill Descriptions

The heading for each entry provides the skill’s name, with that skill’s key ability in parentheses. A brief description of the skill is followed by a list of actions you can use if you’re untrained in that skill, and then the actions you can perform if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill aren’t comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key ability modifier.

Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal.

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