Consolidated Skills
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.
The 12 Consolidated Skills
| New Skill | Untrained | Ability |
|---|---|---|
| Acrobatics | Yes | Dex * |
| Athletics | Yes | Str * |
| Finesse | No | Dex * |
| Influence | Yes | Cha |
| Nature | No | Int |
| Perception | Yes | Wis |
| Performance | Yes | Cha |
| Religion | No | Int |
| Society | No | Int |
| Spellcraft | No | Int |
| Stealth | Yes | Dex * |
| Survival | Yes | Wis |
* Armor check penalty applies.
| Core Skill(s) | Consolidated Skill |
|---|---|
| Acrobatics (except jumping), Escape Artist, Fly, Ride | Acrobatics |
| Acrobatics (jumping), Climb, Swim | Athletics |
| Disable Device, Sleight of Hand | Finesse |
| Bluff, Diplomacy, Intimidate | Influence |
| Handle Animal, Knowledge (dungeoneering, geography, nature) | Nature |
| Perception, Sense Motive | Perception |
| Disguise, Perform | Performance |
| Knowledge (planes, religion) | Religion |
| Knowledge (history, local, nobility), Linguistics | Society |
| Knowledge (arcana), Spellcraft, Use Magic Device | Spellcraft |
| Stealth | Stealth |
| Heal, Survival | Survival |
| Appraise, Craft, Knowledge (engineering), Profession | Removed — 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 Width | DC |
|---|---|
| Greater than 3 feet wide | 10 |
| 1–3 feet wide | 15 |
| 7–11 inches wide | 20 |
| 2–6 inches wide | 25 |
| Less than 2 inches wide | 30 |
| Circumstance | DC 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.
| Restraint | DC |
|---|---|
| Rope/bindings | Binder's CMB + 20 |
| Net | 20 |
| Animate rope | 20 + spell level |
| Snare | 23 |
| Manacles | 30 |
| Masterwork manacles | 35 |
| Grappler | Grappler'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.
| Movement | DC |
|---|---|
| Through a threatened area | Opponent's CMD |
| Through an enemy's space | 5 + 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.
| Surface | DC |
|---|---|
| Slope too steep to walk up | 10 |
| Knotted rope with wall to brace against | 5 |
| Knotted rope (or rope trick) | 10 |
| Rope with wall to brace against | 10 |
| Surface with ledges to hold on or stand on | 10 |
| Pull yourself up when dangling | 15 |
| Surface with handholds and footholds | 15 |
| Unknotted rope | 15 |
| Uneven surface with handholds (dungeon wall) | 15 |
| Rough surface (natural rock or brick wall) | 20 |
| Overhang or ceiling with handholds only | 25 |
| Climbing Circumstance | Mod |
|---|---|
| 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 Jump | DC |
|---|---|
| 5 feet | 5 |
| 10 feet | 10 |
| 15 feet | 15 |
| Each additional 5 feet | +5 |
| High Jump | DC |
|---|---|
| 1 foot | 4 |
| 2 feet | 8 |
| 3 feet | 12 |
| 4 feet | 16 |
| 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).
| Water | DC |
|---|---|
| Calm water | 10 |
| Rough water | 15 |
| 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).
| Circumstance | Finesse 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.
| Device | DC | Time | Example |
|---|---|---|---|
| Simple | 10 | 1 round | Jam a lock |
| Tricky | 15 | 1d4 rounds | Sabotage a wagon wheel |
| Difficult | 20 | 2d4 rounds | Disarm or reset a trap |
| Extreme | 25 | 2d4 rounds | Disarm a complex trap or clockwork device |
Open Locks
Lacking thieves' tools: +10 DC. Action: Full-round.
| Lock Quality | DC |
|---|---|
| Simple | 20 |
| Average | 25 |
| Good | 30 |
| Superior | 40 |
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 Attitude | DC |
|---|---|
| Hostile | 25 + target's Cha modifier |
| Unfriendly | 20 + target's Cha modifier |
| Indifferent | 15 + target's Cha modifier |
| Friendly | 10 + target's Cha modifier |
| Helpful | 0 + 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 Sought | DC |
|---|---|
| Common facts or rumors | 10 |
| Obscure or secret knowledge | 20 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.
| Circumstance | Influence 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 proof | Up 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.
| Request | DC 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.
| Message | DC |
|---|---|
| Simple message | 10 |
| Complex message | 15 |
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 Rarity | DC |
|---|---|
| Common (goblin) | 5 + monster's CR |
| Most monsters | 10 + 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.
| Task | DC |
|---|---|
| Identify a common plant or animal | 10 |
| Identify mineral, stone, or metal | 10 |
| Determine slope | 15 |
| Identify unnatural weather phenomenon | 15 |
| Recognize regional terrain features | 15 |
| Identify a natural or underground hazard | 15 + hazard's CR |
| Determine the artificial nature of a feature | 20 |
| Determine depth underground | 20 |
| Know the location of the nearest noteworthy site | 20 |
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.
| Stimulus | DC |
|---|---|
| Hear a battle / smell rotting garbage / see a visible creature | –10 |
| Hear details of a conversation / smell smoke | 0 |
| Determine whether food is spoiled | 5 |
| Hear a creature walking | 10 |
| Hear a whispered conversation | 15 |
| Identify a potion by taste | 15 + potion's CL |
| Hear a key in a lock / bow being drawn / sense burrowing creature | 20–25 |
| Notice a pickpocket | Opposed by Finesse |
| Notice a creature using Stealth | Opposed by Stealth |
| Modifier | DC 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 Object | DC |
|---|---|
| Average concealed door | 15 |
| Average secret door | 20 |
| Hidden trap | Varies 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.
| Quality | DC | Daily Income |
|---|---|---|
| Routine (akin to begging) | 10 | 1d10 cp |
| Enjoyable | 15 | 1d10 sp |
| Great | 20 | 3d10 sp |
| Memorable | 25 | 1d6 gp |
| Extraordinary | 30 | 3d6 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.
| Task | DC |
|---|---|
| Know the names of the planes | 10 |
| Recognize a common deity's symbol or clergy | 10 |
| Know common mythology and tenets | 15 |
| Recognize the current plane | 15 |
| Identify a creature's planar origin | 20 |
| Recognize an obscure deity's symbol or clergy | 25 |
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 Type | DC |
|---|---|
| Simple message | 20 |
| Standard text | 25 |
| Intricate, exotic, or very old writing | 30 |
Identify Monsters / Recall Knowledge
Identifies humanoids. Recall Knowledge covers inhabitants, important personalities, royalty, noble lineages, historical events, customs, legends, and laws.
| Task | DC |
|---|---|
| Know laws, rulers, and popular locations | 10 |
| Know of a recent or significant event / common rumor / etiquette | 15 |
| Know hidden organizations, rulers, or locations / line of succession | 20 |
| Know an obscure or ancient historical event | 25 |
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.
| Task | DC |
|---|---|
| Identify auras while using detect magic | 15 + spell level |
| Identify properties of a magic item using detect magic | 15 + item's CL |
| Identify a spell as it is being cast | 15 + spell level |
| Decipher a scroll without read magic | 20 + spell level |
| Identify a spell effect that is in place | 20 + spell level |
| Identify a spell that just targeted you | 25 + 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.
| Task | DC |
|---|---|
| Learn a spell from a spellbook or scroll | 15 + spell level |
| Prepare a spell from a borrowed spellbook | 15 + 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).
| Surface | DC |
|---|---|
| Very soft ground | 5 |
| Soft ground | 10 |
| Firm ground | 15 |
| Hard ground | 20 |
| Tracking Modifier | DC 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.
| Task | DC |
|---|---|
| Get along in the wild | 10 |
| Endure severe weather | 15 |
| Avoid natural hazards (quicksand, etc.) | 15 |
| Keep from getting lost | 15 |
| Predict the weather up to 24 hours in advance | 15 |
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.
| Class | Ranks/Level | Class Skills |
|---|---|---|
| Alchemist | 2 + ½ Int | Finesse, Spellcraft, Survival |
| Arcanist | 1 + ½ Int | Religion, Society, Spellcraft |
| Barbarian | 1 + ½ Int | Athletics, Nature |
| Bard | 3 + ½ Int | Influence, Perception, Performance, Society, Spellcraft |
| Bloodrager | 2 + ½ Int | Athletics, Spellcraft |
| Brawler | 2 + ½ Int | Acrobatics, Athletics, Perception |
| Cavalier | 2 + ½ Int | Acrobatics, Athletics, Nature |
| Cleric | 1 + ½ Int | Religion, Spellcraft, Survival |
| Druid | 2 + ½ Int | Athletics, Nature, Survival |
| Fighter | 1 + ½ Int | Acrobatics, Athletics |
| Gunslinger | 2 + ½ Int | Athletics, Survival |
| Hunter | 3 + ½ Int | Athletics, Nature, Perception, Stealth |
| Inquisitor | 3 + ½ Int | Influence, Perception, Spellcraft, Stealth, Survival |
| Investigator | 3 + ½ Int | Acrobatics, Finesse, Influence, Perception, Society, Spellcraft |
| Class | Ranks/Level | Class Skills |
|---|---|---|
| Magus | 1 + ½ Int | Athletics, Spellcraft |
| Monk | 2 + ½ Int | Acrobatics, Athletics, Perception |
| Oracle | 2 + ½ Int | Religion (+ 2 from mystery) |
| Paladin | 1 + ½ Int | Religion, Survival |
| Ranger | 3 + ½ Int | Athletics, Nature, Perception, Stealth, Survival |
| Rogue | 4 + ½ Int | Acrobatics, Finesse, Influence, Perception, Society, Stealth |
| Shaman | 2 + ½ Int | Nature, Religion, Survival |
| Skald | 2 + ½ Int | Influence, Performance, Society, Spellcraft |
| Slayer | 3 + ½ Int | Athletics, Influence, Stealth, Survival |
| Sorcerer | 1 + ½ Int | Influence, Spellcraft |
| Summoner | 1 + ½ Int | Religion, Spellcraft |
| Swashbuckler | 2 + ½ Int | Acrobatics, Athletics, Influence, Perception |
| Warpriest | 1 + ½ Int | Athletics, Religion, Survival |
| Witch | 1 + ½ Int | Nature, Religion, Spellcraft |
| Wizard | 1 + ½ Int | Religion, 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]).
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.