Consolidated Skills

Variant Rules

The Core Rulebook's 35-skill list rewards deep specialization but can slow down character creation and leave characters feeling narrowly defined. This variant reduces the list to 12 consolidated skills by merging related skills under new names. Characters become more broadly talented — even after trimming skill ranks, they'll cover more ground than before. Highly skilled classes like the bard and rogue benefit most.

Many Knowledge skills are folded into larger thematic categories. For example, Knowledge (arcana), Spellcraft, and Use Magic Device all combine into a single Spellcraft skill. Skills not replicated by any consolidated skill — Appraise, Craft, Profession — are marked with a dash on the conversion table and are best handled using the Background Skills variant.

Optional Rule. Consolidated Skills is an opt-in variant from Pathfinder Unchained. Converting mid-campaign? Allow each player to completely reset skill ranks and spend them from scratch, and to retrain any feats or abilities that affect skill bonuses.

The 12 Consolidated Skills

Table 2–1: Consolidated Skills
New Skill Untrained Ability
AcrobaticsYesDex *
AthleticsYesStr *
FinesseNoDex *
InfluenceYesCha
NatureNoInt
PerceptionYesWis
PerformanceYesCha
ReligionNoInt
SocietyNoInt
SpellcraftNoInt
StealthYesDex *
SurvivalYesWis

* Armor check penalty applies.

Table 2–2: Converting Core Skills
Core Skill(s) Consolidated Skill
Acrobatics (except jumping), Escape Artist, Fly, RideAcrobatics
Acrobatics (jumping), Climb, SwimAthletics
Disable Device, Sleight of HandFinesse
Bluff, Diplomacy, IntimidateInfluence
Handle Animal, Knowledge (dungeoneering, geography, nature)Nature
Perception, Sense MotivePerception
Disguise, PerformPerformance
Knowledge (planes, religion)Religion
Knowledge (history, local, nobility), LinguisticsSociety
Knowledge (arcana), Spellcraft, Use Magic DeviceSpellcraft
StealthStealth
Heal, SurvivalSurvival
Appraise, Craft, Knowledge (engineering), ProfessionRemoved — use Background Skills

Skill Descriptions

Each consolidated skill replaces the listed core skills. Sub-functions work identically to those core skills unless noted.

Replaces: Acrobatics (except jumping), Escape Artist, Fly, Ride

Functions: Balance, escape from restraints, execute flying maneuvers, ride mounts, soften falls, squeeze, tumble.

3+ ranks: +3 dodge bonus to AC when fighting defensively (normally +2); +6 on total defense (normally +4).

Balance

Move at half speed across narrow surfaces; +5 DC to move at full speed. Flat-footed while balancing. Taking damage requires a new check.

Surface WidthDC
Greater than 3 feet wide10
1–3 feet wide15
7–11 inches wide20
2–6 inches wide25
Less than 2 inches wide30
CircumstanceDC Mod
Slightly obstructed (gravel, sand)+2
Severely obstructed (cavern, rubble)+5
Slightly slippery (wet)+2
Severely slippery (icy)+5
Slightly sloped (<45°)+2
Severely sloped (>45°)+5
Slightly unsteady (rough water)+2
Moderately unsteady (storm)+5
Severely unsteady (earthquake)+10

Escape from Restraints

Can use Acrobatics instead of a combat maneuver check to escape a grapple or pin. Action: 1 minute for restraints; full-round for nets/spells; standard for grapple/pin.

RestraintDC
Rope/bindingsBinder's CMB + 20
Net20
Animate rope20 + spell level
Snare23
Manacles30
Masterwork manacles35
GrapplerGrappler's CMD

Execute Flying Maneuvers / Ride Mounts

Function as the Fly and Ride core skills respectively. Flying Maneuvers does not grant the ability to fly on its own.

Soften Falls

DC 15 to ignore the first 10 feet of a deliberate fall (still land prone if you take damage). Action: None.

Squeeze

DC 30 to squeeze through a gap your head fits but shoulders do not. Action: 1 minute or longer.

Tumble

Move through threatened squares without provoking. Half speed; +10 DC to move at full speed. +2 DC per opponent beyond the first. Cannot tumble in medium/heavy load or armor.

MovementDC
Through a threatened areaOpponent's CMD
Through an enemy's space5 + opponent's CMD

Replaces: Acrobatics (jumping only), Climb, Swim

Functions: Catch, climb, jump, swim.

You can attempt Acrobatics instead of Athletics to jump at a –5 penalty. Speed bonus: +4 per 10 feet of base land speed above 30 feet (–4 per 10 below 30).

Climb

Move at ¼ speed; –5 penalty to move at ½ speed. Fail by 4 or less: no progress. Fail by 5+: fall. Climb speed grants +8 racial bonus.

SurfaceDC
Slope too steep to walk up10
Knotted rope with wall to brace against5
Knotted rope (or rope trick)10
Rope with wall to brace against10
Surface with ledges to hold on or stand on10
Pull yourself up when dangling15
Surface with handholds and footholds15
Unknotted rope15
Uneven surface with handholds (dungeon wall)15
Rough surface (natural rock or brick wall)20
Overhang or ceiling with handholds only25
Climbing CircumstanceMod
Bracing against two opposite walls (chimney)–10
Bracing against perpendicular walls (corner)–5
Surface is slippery+5

Jump

DC = distance in feet (long jump) or 4× height in feet (high jump). Double DC without a 10-foot running start. Fail horizontal gap by 4 or less: DC 20 Reflex save to grab the other side.

Long JumpDC
5 feet5
10 feet10
15 feet15
Each additional 5 feet+5
High JumpDC
1 foot4
2 feet8
3 feet12
4 feet16
Each additional foot+4

Swim

Half speed (full-round) or ¼ speed (move action). Fail by 4 or less: no progress. Fail by 5+: go underwater. Swim speed grants +8 racial bonus. Hold breath for 2 × Con rounds; DC 10 Con check each round after (+1 DC/round).

WaterDC
Calm water10
Rough water15
Stormy water *20

* Cannot take 10 in stormy water.

Catch

Catch yourself while falling along a wall or slope: DC = wall's climb DC + 20 (or slope's DC + 10). Catching a falling creature requires a melee touch attack first. Action: None.

Replaces: Disable Device, Sleight of Hand

Functions: Conceal objects on your body, disarm traps or devices, open locks, palm objects, pilfer objects from creatures.

Conceal Objects

Hiding a small object is opposed by the observer's Perception. Someone frisking you gains +4. Action: Standard (or move at –20).

CircumstanceFinesse Modifier
Concealing a dagger+2
Extraordinarily small object (coin, ring, shuriken)+4
Heavy or baggy clothing+2

Disarm Traps or Devices

GM rolls secretly. Fail by 4 or less: retry. Fail by 5+: trap triggers (or sabotaged device functions normally). +5 DC to leave no trace. Action: Full-round.

DeviceDCTimeExample
Simple101 roundJam a lock
Tricky151d4 roundsSabotage a wagon wheel
Difficult202d4 roundsDisarm or reset a trap
Extreme252d4 roundsDisarm a complex trap or clockwork device

Open Locks

Lacking thieves' tools: +10 DC. Action: Full-round.

Lock QualityDC
Simple20
Average25
Good30
Superior40

Palm Objects / Pilfer Objects

Palm: DC 10 for a coin-sized unattended object; opposed by observer's Perception if under observation.
Pilfer: DC 20; opposed by target's Perception. Cannot attempt during combat against an aware opponent.
Action: Standard (or move at –20) for both. Second attempt against the same target: +10 DC.

Replaces: Bluff, Diplomacy, Intimidate

Functions: Change others' attitudes, create diversions, demoralize, feint in combat, gather information, intimidate, lie, make requests, pass secret messages.

Change Others' Attitudes

Improve an NPC's attitude by one step (+one more if DC exceeded by 5+). Cannot shift more than two steps per check. Fail by 4 or less: no change. Fail by 5+: attitude decreases by one step. Shift lasts 1d4 hours. Cannot be used in combat. Action: 1 minute.

Starting AttitudeDC
Hostile25 + target's Cha modifier
Unfriendly20 + target's Cha modifier
Indifferent15 + target's Cha modifier
Friendly10 + target's Cha modifier
Helpful0 + target's Cha modifier

Demoralize

Target becomes shaken for 1 round (+1 per 5 over DC). Must be within 30 feet and able to see and hear you. Size: +4 vs. smaller, –4 vs. larger. Repeat attempt: +5 DC (resets after 1 hour). Action: Standard. DC: 10 + target's HD + target's Wisdom modifier.

Feint in Combat

Use Influence instead of Bluff; opponent uses Perception instead of Sense Motive. Action: Standard.

Gather Information

Canvass taverns, markets, and gathering places. Action: 1d4 hours.

Information SoughtDC
Common facts or rumors10
Obscure or secret knowledge20 or higher

Intimidate

Force a target to act friendly for 1d6 × 10 minutes. After expiry the target becomes unfriendly and may report you. Fail by 5+: target may deceive or hinder you. Repeat: +5 DC (resets after 1 hour). Action: 1 minute. DC: 10 + target's HD + target's Wisdom modifier.

Lie

Opposed by target's Perception (sense motive). Apply only the most applicable believability modifier. Action: 1 round (longer for elaborate lies). Retry: –10 against the same target.

CircumstanceInfluence Modifier
Target wants to believe you+5
Lie is believable+0
Lie is unlikely–5
Lie is far-fetched–10
Lie is impossible–20
Target is drunk or impaired+5
You have convincing proofUp to +10

Make Requests

Requires target attitude of indifferent or better. Use the attitude table DC plus the modifier below. Action: 1 or more rounds. Cannot retry, though you can make different requests.

RequestDC Modifier
Give simple advice or directions–5
Give detailed advice or simple aid+0
Reveal unimportant secret+5
Give lengthy or complicated aid+5
Give dangerous aid+10
Reveal an important secret+10 or more
Aid that could result in punishment+15 or more
Additional requests (each)+5

Pass Secret Messages

Fail by 5+: wrong message delivered. Others can decipher with opposed Perception. Action: Twice the normal communication time.

MessageDC
Simple message10
Complex message15

Replaces: Handle Animal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature)

Functions: Handle animals, identify monsters (aberrations, animals, fey, monstrous humanoids, oozes, plants, vermin), recall knowledge about dungeons/geography/nature.

Handle Animals uses Intelligence instead of Charisma. Action: Varies; handling is a move action, "pushing" is a full-round action.

Identify Monsters

Each 5 points over DC recalls an additional useful detail. See the Monster Identification sidebar (same DC table applies to Religion, Society, and Spellcraft for their respective types).

Monster RarityDC
Common (goblin)5 + monster's CR
Most monsters10 + monster's CR
Rare (tarrasque)15 + monster's CR

Recall Knowledge

Subjects: animals, climate, plants, seasons and cycles, spelunking, terrain, weather. Cannot be attempted untrained with DC > 10 without an extensive library.

TaskDC
Identify a common plant or animal10
Identify mineral, stone, or metal10
Determine slope15
Identify unnatural weather phenomenon15
Recognize regional terrain features15
Identify a natural or underground hazard15 + hazard's CR
Determine the artificial nature of a feature20
Determine depth underground20
Know the location of the nearest noteworthy site20

Replaces: Perception, Sense Motive

Functions: Discern secret messages, get hunches, notice creatures and details, search locations, sense enchantments, sense motives.

Notice Creatures and Details

Detecting a creature using Stealth is an opposed check. All notice DCs are modified by the conditions table.

StimulusDC
Hear a battle / smell rotting garbage / see a visible creature–10
Hear details of a conversation / smell smoke0
Determine whether food is spoiled5
Hear a creature walking10
Hear a whispered conversation15
Identify a potion by taste15 + potion's CL
Hear a key in a lock / bow being drawn / sense burrowing creature20–25
Notice a pickpocketOpposed by Finesse
Notice a creature using StealthOpposed by Stealth
ModifierDC Mod
Distance to source/creature+1/10 ft.
Through a closed door+5
Through a wall+10/foot
Favorable conditions–2
Unfavorable conditions+2
Terrible conditions+5
You are distracted+5
You are asleep+10
Source/creature is invisible+20

Search Locations

Same modifiers as Notice apply. Action: Move action per 10 ft. × 10 ft. area.

Hidden ObjectDC
Average concealed door15
Average secret door20
Hidden trapVaries by trap

Sense Motives / Discern Secret Messages

Sense Motives: Opposed by Influence when someone lies to you. Action: None.
Discern Secret Messages: Opposed by sender's Influence. –2 per missing piece of information. Beat by 5+: intercept and understand the message. Action: Included in receiving the message.

Get Hunches / Sense Enchantments

Hunches: DC 20 gut sense that something is wrong or a person is untrustworthy (no specifics). Action: 1 minute.
Enchantments: DC 25 to detect enchantment influence (DC 15 if the creature is dominated). Action: 1 minute.

Replaces: Disguise, Perform (all types)

Functions: Disguise yourself, impress audiences.

Applies to all performance types (musical, oratory, physical, etc.) — no sub-skill selection needed.

Disguise Yourself

Functions as the Disguise core skill. Action: 1d3 × 10 minutes; casting a spell such as disguise self reduces this to the spell's casting time.

Impress Audiences

Earn income by performing in a prosperous city. A masterwork instrument grants +2. DC increases by 2 for each previous routine performance the same audience has seen. Action: One evening to a full day.

QualityDCDaily Income
Routine (akin to begging)101d10 cp
Enjoyable151d10 sp
Great203d10 sp
Memorable251d6 gp
Extraordinary303d6 gp

Replaces: Knowledge (planes), Knowledge (religion)

Functions: Identify monsters (outsiders and undead), recall knowledge about the planes and religions.

Identify Monsters

Identifies outsiders and undead. Uses the same Monster Identification DC table as Nature.

Recall Knowledge

Subjects: gods, ecclesiastic tradition, holy symbols, mythic history, the planes, and planar magic.

TaskDC
Know the names of the planes10
Recognize a common deity's symbol or clergy10
Know common mythology and tenets15
Recognize the current plane15
Identify a creature's planar origin20
Recognize an obscure deity's symbol or clergy25

Replaces: Knowledge (history), Knowledge (local), Knowledge (nobility), Linguistics

Functions: Create or detect forgeries, decipher writing, identify monsters (humanoids), learn languages, recall knowledge about history/locales/nobility.

Learn Languages

Each rank in Society grants one new spoken and written language. Always-on — no check required.

Create or Detect Forgeries

GM rolls secretly. +8 bonus if handwriting doesn't need to match a specific person; +4 if you have an autograph sample. Examiner uses opposed Society to detect. Action: 1–1d4 minutes per page to create; 1 round per page to detect.

Decipher Writing

Understand ~one page of unfamiliar writing. Fail: DC 5 Wisdom check or draw a false conclusion (both rolled secretly by GM). Action: 1 minute per page.

Writing TypeDC
Simple message20
Standard text25
Intricate, exotic, or very old writing30

Identify Monsters / Recall Knowledge

Identifies humanoids. Recall Knowledge covers inhabitants, important personalities, royalty, noble lineages, historical events, customs, legends, and laws.

TaskDC
Know laws, rulers, and popular locations10
Know of a recent or significant event / common rumor / etiquette15
Know hidden organizations, rulers, or locations / line of succession20
Know an obscure or ancient historical event25

Replaces: Knowledge (arcana), Spellcraft, Use Magic Device

Functions: Activate magic items you couldn't normally use, craft magic items, identify magic, identify monsters (constructs, dragons, magical beasts), learn or borrow spells, recall knowledge about arcana.

Any character can activate magic items with this skill, regardless of whether they are a spellcaster. Specialist wizards gain +2 for their school and –5 for opposition schools.

Activate Magic Items

Functions as Use Magic Device, but uses Intelligence. Rolling a natural 1 on a failed check bars you from that item for 24 hours. Action: None.

Identify Magic

Action: None in most cases; deciphering a scroll is a full-round action; identifying item properties takes 3 rounds per item.

TaskDC
Identify auras while using detect magic15 + spell level
Identify properties of a magic item using detect magic15 + item's CL
Identify a spell as it is being cast15 + spell level
Decipher a scroll without read magic20 + spell level
Identify a spell effect that is in place20 + spell level
Identify a spell that just targeted you25 + spell level

Identify Monsters / Learn or Borrow Spells

Identifies constructs, dragons, and magical beasts. Learn or Borrow Spells: Action: Learning takes 1 hour/level (30 min for 0-level); borrowing is part of normal spell preparation.

TaskDC
Learn a spell from a spellbook or scroll15 + spell level
Prepare a spell from a borrowed spellbook15 + spell level

Replaces: Stealth

Functions: Avoid being noticed.

Unchanged from the core Stealth skill. Detected by an opposing Perception check. Action: None; using Stealth immediately after a ranged attack is a move action.

Replaces: Heal, Survival

Functions: Determine true north, follow tracks, survive in the wild, tend wounds and ailments.

Determine True North

Trained characters automatically know where north is. Action: None.

Follow Tracks

Track for up to 1 mile; new check when tracks become difficult. Move at half speed (–5 to move at normal speed; –20 at double speed).

SurfaceDC
Very soft ground5
Soft ground10
Firm ground15
Hard ground20
Tracking ModifierDC Mod
Multiple creatures in a group–1 per 3 creatures
Creature is Fine / Diminutive / Tiny / Small+8 / +4 / +2 / +1
Creature is Large / Huge / Gargantuan / Colossal–1 / –2 / –4 / –8
Time since tracks were made+1 per 24 hours
Rain since tracks were made+1 per hour of rain
Fresh snow since tracks were made+10
Fog or precipitation+3
Moonlight+3
Overcast or moonless night+6
Tracked party hides trail (half speed)+5

Survive in the Wild

Move at up to half overland speed while hunting and foraging. Each 2 points over DC 10 provides food and water for one additional character.

TaskDC
Get along in the wild10
Endure severe weather15
Avoid natural hazards (quicksand, etc.)15
Keep from getting lost15
Predict the weather up to 24 hours in advance15

Tend Wounds and Ailments

Functions as the Heal core skill. Action: Standard for first aid, treating wounds, or poison; 10 minutes for disease or spike growth/stones wounds; 1 hour for deadly wounds; 8 hours for long-term care.

Class Skills

The +3 class skill bonus still applies. The number in parentheses is skill ranks gained per level (always add ½ Int modifier, minimum 1). Entries replace the normal class skill lists.

ClassRanks/LevelClass Skills
Alchemist2 + ½ IntFinesse, Spellcraft, Survival
Arcanist1 + ½ IntReligion, Society, Spellcraft
Barbarian1 + ½ IntAthletics, Nature
Bard3 + ½ IntInfluence, Perception, Performance, Society, Spellcraft
Bloodrager2 + ½ IntAthletics, Spellcraft
Brawler2 + ½ IntAcrobatics, Athletics, Perception
Cavalier2 + ½ IntAcrobatics, Athletics, Nature
Cleric1 + ½ IntReligion, Spellcraft, Survival
Druid2 + ½ IntAthletics, Nature, Survival
Fighter1 + ½ IntAcrobatics, Athletics
Gunslinger2 + ½ IntAthletics, Survival
Hunter3 + ½ IntAthletics, Nature, Perception, Stealth
Inquisitor3 + ½ IntInfluence, Perception, Spellcraft, Stealth, Survival
Investigator3 + ½ IntAcrobatics, Finesse, Influence, Perception, Society, Spellcraft
ClassRanks/LevelClass Skills
Magus1 + ½ IntAthletics, Spellcraft
Monk2 + ½ IntAcrobatics, Athletics, Perception
Oracle2 + ½ IntReligion (+ 2 from mystery)
Paladin1 + ½ IntReligion, Survival
Ranger3 + ½ IntAthletics, Nature, Perception, Stealth, Survival
Rogue4 + ½ IntAcrobatics, Finesse, Influence, Perception, Society, Stealth
Shaman2 + ½ IntNature, Religion, Survival
Skald2 + ½ IntInfluence, Performance, Society, Spellcraft
Slayer3 + ½ IntAthletics, Influence, Stealth, Survival
Sorcerer1 + ½ IntInfluence, Spellcraft
Summoner1 + ½ IntReligion, Spellcraft
Swashbuckler2 + ½ IntAcrobatics, Athletics, Influence, Perception
Warpriest1 + ½ IntAthletics, Religion, Survival
Witch1 + ½ IntNature, Religion, Spellcraft
Wizard1 + ½ IntReligion, Society, Spellcraft

Cavalier orders add only one class skill (GM's choice; cannot duplicate existing class skills). The order's bonus applies only to the specific skill function listed in the order's ability. Animal companions use: Acrobatics, Athletics*, Perception*, Stealth*, Survival (* = class skill). Familiars: the familiar's skill bonus applies to all uses of the corresponding consolidated skill, but the bonus is reduced to +2.

Racial Bonuses

  • Dwarf (Greed): If using Background Skills, functions normally. Otherwise, applies to Spellcraft checks to identify magic items containing precious metals or gemstones.
  • Elf, Half-Elf, Gnome, Half-Orc (Keen Senses): Grants +1 on Perception checks. Gnome's Obsessive: if not using Background Skills, grants +1 on Performance or Spellcraft (player's choice).
  • Half-Orc (Intimidating): Applies only to Influence checks to demoralize or intimidate.
  • Halfling (Sure-Footed): Grants +1 racial bonus on Acrobatics and Athletics checks.

Altering the System

Skill Bonuses

Abilities that grant bonuses to multiple skills instead grant bonuses to half as many (rounded down, minimum 1). For feats and abilities that target a specific function — such as the jump spell — apply the bonus only to that function of the consolidated skill (e.g., Athletics checks to jump only, not all Athletics). There are no direct conversions; adjudicate case by case.

Prerequisites: If a feat or prestige class requires ranks in a core skill, convert it directly to the consolidated skill at the same rank count. For example, Mounted Combat (Ride 1 rank) instead requires Acrobatics 1 rank.

Monster skill bonuses: The GM can either use the monster's highest printed bonus for the full consolidated skill, or treat each bonus as applying only to the relevant sub-function. Be consistent. Large racial bonuses (e.g., a climb speed's +8) should generally not carry over to unrelated sub-functions.

Altering Feats

The following Core Rulebook skill feats are removed from the game under this system:

Acrobatic Alertness Animal Affinity Athletic Deceitful Deft Hands Magical Aptitude Persuasive Self-Sufficient Stealthy

If an ability would grant one of these feats, substitute the most appropriate Skill Focus instead (e.g., a familiar granting Alertness instead grants Skill Focus [Perception]).

Revised Skill Focus

Prerequisite:

Benefit: Choose one skill. You gain a +2 bonus on all checks with that skill. If you have 10 or more ranks in that skill, this bonus increases to +4.

Can be taken multiple times; each time applies to a new skill. Effects do not stack.

Altering Traits

Traits that grant a +1 bonus on a core skill check and make it a class skill instead grant a +1 bonus on checks using the function of the consolidated skill that corresponds to the trait's listed core skill (or +4 if the consolidated skill is not already a class skill; reduces to +1 if it later becomes one).

Special Class Rules

Notable class feature interactions. Simple substitutions (e.g., "Disable Device → Finesse") are omitted.

  • Alchemist / Investigator: If Background Skills are not in use, treat Craft (alchemy) bonus as equal to character level + Int modifier + 3.
  • Barbarian / Bloodrager: Acrobatics and the intimidate function of Influence can be used while raging. Rage powers raging climber, raging leaper, and raging swimmer are replaced by raging athlete, which adds the barbarian's level as an enhancement bonus on all Athletics checks and treats jump checks as if you had a running start.
  • Bard / Skald: Performance applies to all performance types. Bardic knowledge adds ½ class level on Nature, Religion, Society, and Spellcraft checks (untrained). Versatile performance: substitute Performance for either Acrobatics or Influence (choose one; doesn't increase at higher levels). Lore master applies to Nature, Religion, Society, and Spellcraft.
  • Druid: Nature sense grants +1 on Nature and Survival checks.
  • Inquisitor: Stern gaze grants its bonus on Influence checks to intimidate and on Perception checks to sense motive.
  • Investigator: Free inspiration applies to Nature, Religion, Society, and Spellcraft (must be trained). Trapfinding bonus applies to Perception to locate traps and Finesse to disable them; can disable magical traps.
  • Ranger: Favored enemy bonus applies to Perception and Survival checks against the selected type, and to monster identification with the appropriate skill. Favored terrain bonus applies to initiative, Nature, Perception (notice), Stealth, and Survival.
  • Rogue: Trapfinding bonus applies to Perception to locate traps and Finesse to disable them; can disable magical traps. Skill mastery talent applies to 1 + ½ Int modifier skills (can be taken multiple times).
  • Summoner: Eidolon class skills: Perception, Stealth, plus two additional chosen by the summoner. An eidolon with a fly speed does not gain Acrobatics as a class skill.
  • Swashbuckler: Derring-do and swashbuckler's edge can be used on Acrobatics and Athletics checks.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.