Grouped Skills
Grouped Skills doesn't replace the skill list — it reorganizes how characters acquire skill competence. Instead of spending individual skill ranks, characters gain training in broad skill groups and specialties in specific skills. A character adds ½ her level to all checks in her trained groups, and her full level to skills where she also holds a specialty — making everyone reasonably competent while letting dedicated characters truly shine.
How It Works
Trained-only skills: a character counts as trained if she has either a specialty in that skill or training in its skill group.
Class skill bonus (+3): still applies if a character is trained in that skill's group or has a specialty in it — she doesn't need both. Class skill bonuses check specific skills, not groups: training in the Social group doesn't grant the +3 on Bluff if only Diplomacy is on the class skill list.
Calculating Skill Bonuses
Ability modifier + character level
Maximum competence — the character is both broadly and specifically trained in this area.
Ability modifier + ½ character level (min +1)
The character has broad training without focus, or focused training without the broader foundation.
Skill Groups
| Group | Included Skills |
|---|---|
| Natural | Handle Animal, Heal, Survival |
| Perceptive | Perception, Sense Motive |
| Physical | Acrobatics, Climb, Escape Artist, Fly, Ride, Swim |
| Scholarly | Appraise, Craft, Knowledge (all), Profession, Spellcraft |
| Social | Bluff, Diplomacy, Intimidate, Linguistics, Perform |
| Thieving | Disable Device, Disguise, Sleight of Hand, Stealth, Use Magic Device |
A character can train in any skill group even if none of its skills are class skills. A specialty may be taken in any skill, including one outside all trained groups.
Groups and Specialties by Level
At 1st level a character gains skill groups based on her class's skill ranks per level (see table). She also gains 1 specialty + ½ Int modifier bonus specialties (minimum 1 total). At 2nd level and every 2 levels thereafter she gains one additional specialty. If her Intelligence modifier changes, bonus specialties adjust immediately.
| Level | Total Specialties * | Level | Total Specialties * |
|---|---|---|---|
| 1st | 1 | 11th | 6 |
| 2nd | 2 | 12th | 7 |
| 3rd | 2 | 13th | 7 |
| 4th | 3 | 14th | 8 |
| 5th | 3 | 15th | 8 |
| 6th | 4 | 16th | 9 |
| 7th | 4 | 17th | 9 |
| 8th | 5 | 18th | 10 |
| 9th | 5 | 19th | 10 |
| 10th | 6 | 20th | 11 |
* Add ½ Int modifier to the total. Characters always have a minimum of 1 specialty.
| Class Skill Ranks/Level | Starting Groups | Example Classes |
|---|---|---|
| 2 + Int | 1 | Cleric, Fighter, Wizard |
| 4 + Int | 2 | Barbarian, Druid, Monk |
| 6 + Int | 3 | Bard, Ranger, Inquisitor |
| 8 + Int | 3 → 4 at level 8 | Rogue |
See Pathfinder Unchained Table 2–3 for the full progression.
Linguistics
A character with a specialty in Linguistics or training in the Social skill group learns bonus languages equal to ½ her character level (minimum 1). If she has both a Linguistics specialty and Social group training, she knows bonus languages equal to her full character level.
Multiclassing
A multiclassed character uses the class with the lowest skill ranks per level to determine her number of skill groups. She does not lose groups already selected — once chosen, a group cannot be unselected. The rate at which she gains future groups slows to match the lower-rank class's progression.
Using with Other Variants
With Background Skills
Instead of gaining 2 background skill ranks per level, a character gains one additional specialty at 1st level that can only be spent on a background skill. Normal specialties can be spent on either background or adventuring skills freely. Artistry and Lore fall under the Scholarly group. Lore can be taken as a specialty any number of times (each for a different subject). Training in Scholarly doesn't grant access to all Lore skills untrained — you must hold a specialty in the specific Lore. However, having both a Lore specialty and Scholarly training grants your full level as a bonus (rather than ½ level).
With Consolidated Skills
Reduce both skill groups and specialties gained by ½ (rounded down, minimum 1). Use ½ the class's core skill ranks per level (not the adjusted consolidated values) to determine starting groups. The skill groups also change to match the consolidated skill list:
| Group | Included Consolidated Skills |
|---|---|
| Natural | Nature, Survival |
| Perceptive | Perception |
| Physical | Acrobatics, Athletics |
| Scholarly | Religion, Society, Spellcraft |
| Social | Influence, Performance |
| Thieving | Finesse, Stealth |