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Skills
Autohypnosis (Key Ability Score: Wisdom; Trained Only)

You have mastery over your body and my resist poisons, fear, and even death.


Bluff (Key Ability Score: Charisma)

Bluff, mislead, or misdirect an enemy.


Concentration (Key Ability Score: Constitution)

Concentration allows you to keep your mind focused even while being distracted. An important skill for magic users and psions.


Disable Device (Key Ability Score: Intelligence; Trained Only)

Disarm traps and disable other mechanical devices. An important skill for rogues.


Escape Artist (Key Ability Score: Dexterity)

Escape out of bonds, manacles, or magical restraints.


Heal (Key Ability Score: Wisdom)

Allows you to apply first aid to a dying friend. A successful heal check stabilizes them and prevents them from losing any more hit points to bleeding. Healing does not restore hit points but prevents further loss.


Hide (Key Ability Score: Dexterity)

Stay unseen by the enemy.


Intimidate (Key Ability Score: Charisma)

Frighten an enemy and demoralize them.


Knowledge (Arcana) (Key Ability Score: Intelligence; Trained Only)

Knowledge of ancient and magical mysteries, as well as magical beasts, constructs, and dragons.


Knowledge (Dungeoneering) (Key Ability Score: Intelligence; Trained Only)

Knowledge of dungeons and associated monsters such as aberrations and oozes.


Knowledge (Nature) (Key Ability Score: Intelligence; Trained Only)

Knowledge of nature and creatures such as animals, fey, giants, monstrous humanoids, plants, and vermin.


Knowledge (Religion) (Key Ability Score: Intelligence; Trained Only)

Knowledge of religion and divine entities suc has gods, as well as corrupt creatures such as undead.


Knowledge (The Planes) (Key Ability Score: Intelligence; Trained Only)

Knowledge of the planes and their inhabitants such as outsiders and elementals.


Listen (Key Ability Score: Wisdom)

Hear approaching enemies. Detect someone trying to sneak up on you.


Move Silently (Key Ability Score: Dexterity)

Sneak up behind enemies or slink away unheard and unnoticed.


Open Lock (Key Ability Score: Dexterity; Trained Only)

Pick the locks of doors and treasure chests. If thieves' tools are not being used, a penalty is added to the skill check. This is an important skill for rogues.


Perform (Key Ability Score: Charisma)

Act, dance, play instruments, or sing. This is an important skill for bards.


Psicraft (Key Ability Score: Intelligence; Trained Only)

Identify powers and psionic effects.


Search (Key Ability Score: Intelligence)

Find secret doors and traps.


Sense Motive (Key Ability Score: Wisdom)

Tell when an opponent is bluffing or is trying to pull off a feint in combat.


Spellcraft (Key Ability Score: Intelligence; Trained Only)

Allows the characters to identify spells and magical effects.


Spot (Key Ability Score: Wisdom)

Uncover hidden enemies.


Survival (Key Ability Score: Wisdom)

Knowledge of the wild and creatures such as animals, plants, and vermin.


Tumble (Key Ability Score: Dexterity; Trained Only)

Use this skill to dive, roll, somersault, or flip past opponents, all the while avoiding their attacks of opportunity. If you have 5 or more points allocated to Tumble, you gain bonuses to Armor Class when fighting defensively. Characters cannot tumble if their movement is slowed by armor or encumbrance.


Use Magic Device (Key Ability Score: Charisma; Trained Only)

Activate magic devices without mishap. This is used where a character tries to activate a magic item they are not qualified to use, such as a character trying to use a wand spell that the wielder is not capable of casting.