Chapter 5 - Skills

Skill Training

Training in a skill means that you have some combination of formal instruction, practical experience, and natural aptitude using that skill.

When you select a skill to be trained in, you gain a permanents +5 bonus to that skill. You can't gain training in a skill more than once.

The entry for your class in Chapter 4 tells you how many skills you're trained in and what skills you can choose at 1st level. For example, if you're a 1st-level wizard you four skills from a list of seven. You can take the skill training feat to gain training in a skill even if it's not your class skill list. Some multi-class feats also give skill training.

The table below shows the skills available in the game, the ability modifier you use when you make that kind of a skill check, and which classes have that skill as a class skill.

Key Skill Ability Class skill for…
Acrobatics Dex Bard, Star Ranger, Monk, Rogue
Arcana Int Cleric, Wizard, Bard, Warlock
Athletics Str Bard, Monk, Fighter, Star Ranger, Rogue, Warlord
Bluff Cha Rogue, Bard, Warlock, Warlord
Civics Int Global Skill
Diplomacy Cha Bard, Cleric, Monk, Paladin, Wizard, Warlord
Driving Dex Global Skill
Dungeoneering Wis Star Ranger, Rogue, Wizard
Engineering Int Engineer Adept
Endurance Con Fighter, Paladin, Ranger, Warlord
First Aid Wis Cleric, Paladin, Star Ranger, Warlord
Gambling Wis Global Skill
History Int Global Skill
Insight Wis Cleric, Paladin, Rogue, Warlock
Intimidate Cha Fighter, Paladin, Rogue,
Nature Wis Star Ranger,
Navigation Int Global Skill
Mechanics Int Engineer Adept
Perception Wis Monk, Star Ranger, Rogue
Pilot Dex Star Ranger, Engineer, Warlord
Profession Wis Global
Performance Cha Bard, Cleric
Religion Int Cleric, Paladin, Warlock, Wizard
Sciences Int Engineer
Stealth Dex Monk, Rogue, Star Ranger
Streetwise Cha Bard, Fighter, Rogue, Warlock
Technology Int Engineers Adept
Thievery Dex Rogue, Warlock
Use Computers Int Global Skill

Using Skills

When you use a skill, you make a skill check. This check represents your training, your natural talent, (your ability modifier), your overall experience (one-half your level), other applicable factors (relevant bonuses), and sheer luck (a dice roll).

The GM tells you if a skill check is appropriate in a given situation or directs you to make a check if circumstances call for one.

Skill Check Bonuses
When you create your character, you should determine your base skill checks bonus for each skill you know. Your base skill check bonus for a skill includes the following:
- One-Half your level
- Your ability score modifier (each skill is based on one of your ability scores)
- A +5 bonus if you're trained in the skill

In addition, some or all of the following factors might apply to your base skill check bonus:

- Armor check penalty, if you're wearing some kinds of armor (See Chapter 7) and making checks using Strength, Dexterity, or Constitution as the key ability
- Racial or feat bonuses.
- An item bonus from a magic item.
- A power bonus
- Any untyped bonus that might apply.

Skill Check
To make a skill check, roll 1d20 and add the following:
- Your base skill check bonus with the skill
- All situational modifiers that apply
- Bonuses and penalties from powers affecting you.
The total is your check result.

Difficulty Class

When you make skill checks, high results are best. You're always trying to meet or beat a certain number. Often, that's a fixed number, called a Difficulty Class (DC). The DC depends on what you're trying to accomplish and is ultimately set by the Game Master. The skill entries in this chapter give sample DCs for each skill. The GM sets the DCs for specific situations based on level, conditions, and circumstances, as detailed in the Dungeon Master's Guide. All DCs assume acting in situations that are far from mundane; the GM should call for checks only in dramatic situations.

Opposed Checks

Sometimes, you make a skill check as a test of your skill in one area against another character's skill in the same area or in a different one. When you use Stealth, for example, you're testing your ability to hide against someone else' ability to spot hidden things (the Perception skill). These skill contests are called opposed checks. When you make an opposed check, both characters roll, and the higher check results wins. If there's a tie , the character with the Higher check modifier wins. If it's still a tie, both sides roll again to break the tie.

Checks Without Rolls

In some situations, luck does not affect whether you succeed or fail. In a calm environment (outside an encounter), when dealing with a mundane task, you can rely on sheer ability to archive results.

Take 10

When you're not in a rush, not being threatened or distracted )(when you're outside an encounter), and when you're dealing with a mundane task, you can choose to take 10. Instead of rolling a d20, determine your skill result as if you had rolled the average (10). When you take 10, your result equals your skill modifiers (including one-half your level) +10. For mundane tasks, taking 10 usually results in a success.

TAKE 10
Your check results when you take 10 is equal to 10 + your base skill check bonus for a particular skill.

Passive Checks

When you're not actively using a skill, you're assumed to be taking 10 for any opposed checks using that skill. Passive checks are most commonly used for perception checks and insight checks, but the GM might also use your passive check result with skill such as arcana or Dungeoneering to decide how much to tell you about a monster at the start of an encounter.

For example, if you're walking through an area you expect to be safe and thus aren't actively looking around for danger, you're taking 10 on your perception check to notice hidden objects or enemies. If your perception check is high enough, or a creature rolls poorly on its stealth check, you might notice the creature even if you aren't actively looking for it.

Cooperation

In some situations, you and your allies can work together to use a skill; your allies can help you make a skill check by making a check themselves. Each ally who gets a result of 10 or higher gives you a +2 bonus to your check. Up to four allies can help you, for a maximum bonus of +8. If you have a choice, let the character in your group take the lead, while the other characters cooperate to give bonuses to check. See "Aid Another," for how to cooperate in combat.

Skill Challenges

A skill challenge is an encounter in which your skills, rather than your combat abilities, take center stage. In contrast to an obstacle that requires one successful skill check, a skill challenge is a complex situation in which you must make several successful checks, often using a verity of skills, before you can claim success in the encounter.

The Dungeon Master's Guide contains rules for skill challenges, and each encounter has its own guidelines and requirements. In one skill challenge, you might use a Diplomacy check to entreat a duke to send soldiers into a mountain pass, a History check to remind him what happened when his ancestors neglected the pass' defense, and an insight check to realize that having your fighter companion lean on the duke with an intimidate check wouldn't help your cause. In other skill challenge, your cause. In another skill challenge, you might use Nature checks and perception checks to track criminals through a jungle and an endurance check to fight off the effects of illness and exhaustion over the course of days in the jungle.

Whatever the details of a skill challenge, the basic structure of a skill challenge is straightforward. Your goal is to accumulate a specific number of victories (usually in the form of successful skill check) before you get too many defeats (failed checks). It's up to you to think of ways you can use your skills to meet the challenges your face.


Knowledge Skills

Some skills deal with knowledge about a particular topic: Arcana, Dungeoneering, History, Nature, Navigation, Religion, and Technology. You can use such a skill to remember a useful bit of information in its field of knowledge or to recognize a clue related to it. You can also use such a skill to identify certain kinds of monsters, space craft aspects as noted in a skill's description.

The check DC increases based on the specific topic and how common the knowledge is. The DC increases based on the specific topic and how common the knowledge is. Sometimes your GM might decide that the information you seek is available only to characters trained in an appropriate knowledge skill.

Paragon and Epic Tiers: If the knowledge pertains to the paragon tier or the epic tier, the DC increase as shown on the table later in the section.

Knowledge Checks

Regardless of the knowledge skill you're using, refers to the rules here when making a knowledge check.

Common Knowledge: This includes the kind of general information that is commonly known about a given topic.
Expert Knowledge: This includes the kind of specialized information that only an expert in the field of study could possibly know.
Master Knowledge: This includes the kind of specialized information that only an master in the field of study could possibly know.

Knowledge Skill: No action required- either you know the answer or you don't.
DC: See the table
Success: You recall a useful bit of information in your field of knowledge or recognize a clue related to it.
Failure: You don't recall any pertinent infomation. The GM might allow you to make a new check if further information comes to light.
Level of Knowledge DC
Common 15
Expert 20
Master 25
Paragon Tier +10
Epic Tier +15

Monster Knowledge

Regardless of the Knowledge skill you're using, refer to the rules here when making checks to identify a monster.

Monster Knowledge: No action required- either you know the answer or you don't.
DC: See the table.
Success: You identify a creature as well as its type, typical temperament, and keywords. Higher result give you information about the creature's powers, resistances, and vulnerabilities.
Failure: You don't recall any pertinent information. The GM might allow you to make a new check if further information come to light.
Level of Knowledge DC
Name, type, and keywords 15
Powers 20
Resistances and vulnerabilities 25
Paragon Tier creature +5
Epic Tier creature +10

Global Skills

These skills are additional Stellar Winds Class skills that are available to every class in addation to what you are allowed to select as trained skills. Providing you with more options and skills that are highly nessercy in a fast pace technological world.

Skill Descriptions

The first line of a skill description shows the name of the skill, followed by the key ability for that skill. You use the ability modifier for that ability score to figure out your base skill check bonus.

For skills based on Strength, Constitution and Dexterity, the description includes a reminder that your armor check penalty applies to that skill.

The skill description explains the different ways you can use the skill and provide typical DCs. Each description also specifies what kind of action is required to use the skill.

Acrobatics (Dexterity)

Armor Check Penalty
You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.

Acrobatic Stunts

Make an Acrobatic check to swing from a cliff face, somersault over an opponent, slide down a staircase , or attempt any other acrobatic stunt that you can imagine and your GM agrees to and lets you try.The GM sets the DC based on the complexity of the stunt and the danger of the situation. If the stunt fails, you fall prone in the square where you began the stunt (the GM might change where you land depending on the specific stunt and situation). Your GM always has the right to say that your stunt won't work in a particular situation or to set a High DC.

Acrobatic Stunt: Standard action or move action, depending on the stunt
DC: Base DC 15
Success: You perform an acrobatic stunt.
Failure: You fail to pull off the stunt and might fall or suffer some other consequences.

Balance

Make an acrobatic check to move across a surface less than 1 foot wide (such as a ledge or a tightrope) or across an unstable surface (such as a wind-tossed rope bridge or a rumbling ground).

Acrobatic Stunt: Standard action or move action, depending on the stunt
DC: See the Table.
Success: You can move one-half your speed across a narrow or unstable surface.
Failure by 4 or less: You stay in the square you started in and lose the rest of your movement action, but you don't fall. You can try again as part of a move action.
Failure by 5 or More: You fall off the surface (see "Falling") and lose the rest of your move action. If you are trying to move acorss an unstable surface that isn't narrow, you instead fall prone in that square you started in. You can try again as part of a move action if you're still on the surface.
Grant Combat Advantage: While you are balancing, enemies have combat advantage against you.
Taking Damage: if you take damage, you must make a new acrobatics check to remain standing.
Surface Acrobatics DC
Narrow or unstable 20
Very Narrow (less than 6 Inches) +5
Narrow and unstable +5

Escape From a Grab

Make an Acrobatics check to wriggle out of a grab (see "Escape"). You can also make escape attempts to get away from other immobilizing effects, as direct by your GM.

Escape From Restraints

Make an acrobatic check to slip free of restraints.

Escape From Restraints Five Minutes.
DC: Base DC 20. The DC is determined by the type of restraint and its quality, as set by the GM
Fast Escape: You can make an escape attempt as a standard action, but the DC increase by 10.
Success: You slip free of a physical restraint.
Failure: You can try again only if someone else aids you.g.

Reduce Falling Damage (Trained Only)

If you fall or jump down from a hight, you can make an Acrobatics check reduce to amount of falling damage you take.

Reduce falling Damage: Free action if you fall or a move action if you jump down.
Damage Reduced: Make an acrobatics check ,and reduce the amount of falling damage you take by one-half your check result (round down).

Example: The floor beneath Rafe swings open over a pit, and he makes an Acrobatics check to reduce the falling damage. The pit is 40 feet deep, resulting in 24 points of damage (from a roll of 4d10). His acrobatics check results is 21, which reduces the damage by 10. He takes 14 points of damage from the fall.

Arcana (Intelligence)

You have picked up knowledge about magic-related lore and magic effects. This knowledge extends to information about the following planes of existence, including the creatures native to those planes: Sea of Choas, Heavens, The elemental plains, Shadow and Light.

If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby. Also , those trained in the skill have a chance to know something about demons and dragons.

Arcana Knowledge

Make an Arcana check to recall a useful bit of magic-related knowledge or to recoginize a magic-related clue. See "Knowledge Checks". You must be trained in Arcana to remember infomation about planes which requires master knwoledge (DC 25) at least.

Monster Knowledge

//Elemental, Demon, Fey, Shadow
Make an Arcana Check to identify the orgies of a creature.

Detect Magic (Trained Only)

Your knowledge of magic allows you to identify magical effect and sense the presence of magic.

Identify Conjuration or Zone: Minor action.
DC: DC 15 + one-half the power's level. You must be able to see the effect of the conjuration or zone.
Success: You identify the power used to create the effect and its power source and keywords.
Failure: You can't try to identify the ritual again until after an extended rest.

Identify Ritual: Standard Action
DC: DC 20 + one half the ritual's level. You must be able to see or otherwise detect the ritual's effects.
Success: you identify the ritual and its category.
Failure: You can't try to identify the ritual again until after an extended rest.

Identify Magical Effect: Standard Action
DC: DC 20 + one-half the effect's level, if any. You must be able to see or otherwise detect the effect.
Not a Power or a Ritual: The magical effect must be neither from magic item nor the product of a power or a ritual.
Success: You learn the effect's name, power source, and keywords, if any of those apply.
Failure: You can't try to identify the effect again until after an extended rest.

Sense the Presence of Magic: 1 minute.
DC: DC 20 + one-half the level of a magic item, power (conjuration or zone), ritual or magical phenomenon within range.
Area of Detection: You can detect magic within a number of squares equal to 5 + your level in every direction, and you can ignore any sources of magical energy you're already aware of. Ignore all barriers you can detect magic through walls, doors, and such.

Success: You detect each source of magical energy whose DC you meet. You learn the magic's power source, if any. If the source of magical energy is within line of sight, you pinpoint it's location. If it's not within line of sight, you know the direction from which the magical energy emanates, but you don't know the distance to it.
Failure: Either you detected nothing or there was nothing in range to detect. You can't try again in this area until after an extended rest.

Athletics (Strength)

Armor Check penalty
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.

Climb

Make an Athletics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder.

Climb: Part of a move action
DC: See the table. If you use a climber's kit, you get a +2 bonus on your athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your check.
*Success:** You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface . The last square of movement places you on that square.
Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don't fall. You can try again as part of a move action.
Fail by 5 or More: You fall (see "Falling") and lose the rest of your move action.
Grant Combat advantage: While you are climbing, all enemies have combat advantage against you.
Use movement: Count the number of squares you climb as part of your move.
Taking Damage: If you take damage while climbing, you must make a climb check using the DC for the surface you're climbing. If that damage makes you bloodied, increase the DC by 5. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the DC to catch yourself.
Catch Hold: If you fall while climbing you can make an Athletics check as a free action to catch hold of somthing to stop your fall. The base DC to the surface you were climbing plus 5, modified by circumstance. You can make one check to catch hold. If you fail, you can't try again unless the GM rules otherwise.
Climb Speed: While climbing, creatures that have a climb speed (such as monstrous spiders) use that speed, ignore difficult terrain, do not grant combat advantage because of climbing, and do not make Athletics checks to climb.
Level of Knowledge DC
Ladder
Rope 10
Uneven surface (cave wall) 15
Rough surface (brick wall) 20
Slippery surface +5
Unusually smooth surface +5

Escape From A Grab

Make an Athletics check to muscle out of a grab (see "Escape"). You can also make escape attempts to get away from other immobilization effect, as directed by your GM.

Jump

Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, patch of difficult terrain, a low, wall, or some other obstacle.

High Jump: Part of a Move action.
Distance jumped Vertically: Make an athletics check and divide your check result by 10 (round down). This is the number of feet you can leap up. The result determines the height that your feet clear with a jump with a jump. To determine if you can teach something while leaping, add your character's height plus one-third rounded down (a 6-foot-tall character would add 8 feet to the final distance, and a 4-foot tall character would add 5 feet).
Running Start: If you move at least 2 squares before making the jump, divide you check result by 5 not 10.
Uses Movement: Count the number of squares you jump as part of your move. if you run out of movement, you fall. You can end your first move in midair if you double move.

Example Lance, a 6-foot tall human, attempts a high jump to catch a rope dangling 12 feet over head. His check results is 26. With a runing start he leaps the distance (26 / 5 =5 feet , plus his height and one-third for a final reach of 12 feet). If Lance leaps from a standing position, he can't quite reach the end of the rope ( 26 / 10 = 2 feet for a final reach of 10 feet).

Long Jump: Part of a move action.
Distance jumped Horizontally: Make an Athletics check and divide your check result by 10 (don't round the result). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your move action.
Distance Cleared Vertically: The vertical distance you clear is equal to one -quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action.
Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10.
Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end up first move in midair if you double move.

Example: Lance attempts a long jump to clear a 5 foot-high wall of thorns and the 10 foot wide pit beyond it. His check results is 24. With a running start, he easily jumps the distance (24 / 5 = 4.8 squares or 24 feet) and clears the wall (24 / 5 = 6 feet). If Lance jumps from a standing position, he can't quite make it across the pit (24 / 10 = 2.4 squares or 12 feet) and doesn't' clear the wall (12 / 4 = 3 feet). He hits the wall of thorns and falls prone before reaching the pit.

Swim

Make an Athletic check to swim or to tread water. Different conditions make swimming harder. See the endurance skill for information on swimming or treading water for an hour or more.

Swim or Tread Water: Part of a move action.
Success: You swim at one-half your speed, or you stay afloat tread water.
Fail by 4 or less: Stay where you are and lose the rest of your move action. You can try again as part of a move action.
Fail by 5 or more: Sink 1 square and risk suffication by drowing (Details are in chapter 9 of the dungeon master guide).
Uses Movement: Count the number of squares and you swim as part of your move.
Swim Speed: While swimming, creatures that have a swim speed use that speed and do not make athletics check to swim.
Water DC
Calm 10
Rough 15
Stormy 20

Bluff (Charisma)

You can make what's false appear to be true, what's outrageous seem plausible, and what's suspicious seem ordinary. You make a bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies.

Your Bluff check is opposed by an observer's insight check. Your check might be opposed by multiple insight checks, depending on how many observers can see and hear you and care about what's going on. During a skill challenge, you might need to beat your observers' Insight checks multiple times to succeed at bluffing them.

Bluff: Standard action in combat or part of a skill challenge.
Opposed Check: Bluff vs Insight.
Gain Combat Advantage: Once per combat encounter, you can try to gain combat advantage against an adjacent enemy by feinting. As a standard action, make a Bluff check opposed by the enemy's insight check. I f you succeed, you gain combat advantage against the enemy until the end of your turn and the next turn.
Create a Diversion to Hide: Once per combat encounter, you can create a diversion to hide. As a standard action, make a Bluff check opposed by the passive Insight check of any enemy that can see you. If you succeed, make a Stealth check opposed by the passive Perception check of any enemy present. If the Stealth check succeeds against an enemy, you are hidden from that enemy until the end of your turn or until you attack.

Diplomacy (Charisma)

You can influence others with your tact, subtlety, and social grace. Make a Diplomacy check to change opinions, to inspire good will, to haggle with a patron, to demonstrate proper etiquette and decorum, or to negotiate a deal in good faith.

A Diplomacy check is made against a DC set by the GM. The Target's general attitude toward you (friendly, or unfriendly, peaceful or hostile) and other conditional modifiers (such as what you might be seeking to accomplish or what you're asking for) might apply to the DC. Diplomacy is usually used in a skill challenge that requires a number of success, but the DM might call for a Diplomacy check in other situations.

Driving (Dexterity)

Armor Check Penalty
This is a Global skill. All classes get this as a trained class skill.
You can perform stunts or driver through hazardous conditions that cause you danger. Routine tasks, such as ordinary driving, don't require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). When driving, the character can attempt simple maneuvers or stunts.

Riding

You can also ride beasts or speeder bikes. Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.

Driving or Riding: Standard Action
DC:5 Guide with knees, staying in saddle
DC:10 Fight with warhorse
DC:15 Cover or Soft fall
DC:20 Leap or Spur mount
DC:25 ** Control mount during a battle
DC:25** Fast dismount, or mount.

Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.

Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.

Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action."

Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Ride check, you don't get the cover benefit. This usage does not take an action.

Soft Fall: You can react instantly to try to take no damage when you fall off a mount-when it is killed or when it falls, for example. If you fail your Ride check, you take 1d6 points of falling damage. This usage does not take an action.

Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount's Jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount's movement.

Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the amount's speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on).

Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for warhorses or war ponies.

Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can't use fast mount or dismount on a mount more than one size category larger than yourself.

Action: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.

Engineering (Intelligence)

You can engineer parts of complicated machines, design complicated machines, or electronics, or even develop entire space ships, or buildings. This skill represents a verity of skills that have to deal with making plans, or specific parts to complete a mechanical device. This skill is used in most prerequisites in the Experiments section of the rules. They various categories will describe what this skill can do. All Engineering experiments are typically categorized by, simple, moderate, complex and advance. The engineer powers will determine how you will be able to use this skill in an advance manner. When attempting to use this skill without the appropriate power. Your are at a disadvantage and such could cause a tougher Difficulty Check or consume more time. The Charts for each category will show the various results you will have.

Skill Checks:

Explosives

You can build an explosive from scratch and design them to have various destructive levels.

Poisonous Substances

You can chemically create poisonous substances and design what physical state they are in. (Gas, liquid or soild).

Structures

You are able do design plans for complete structures. They can be as basic as a wooden cabinet or as complicated as a Space Battle Cruiser.

Electornics

You are able to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices.

Demolitions

You are able to setup explosives in strategic spots to bring down a structure, annihilated it, or carve out caverns in deep mines.

Experments

Chemicals

You can mix chemicals to create acids, bases, explosives, and poisonous substances. Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.

Mechanical

You can build mechanical devices from scratch, including engines and engine parts, and other gadgets. When building a mechanical device from scratch, the character must obtain a set of plains, or have the know how to craft a particular machinery.

Weapons & Armor

You can build weapons and armor from scratch and apply special proprieties to them.

Check: Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.

A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character's DC to set the detonator is equal to the disarm DC.

Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure's construction.

The GM makes the check (so that the character doesn't know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.

Special:A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks. A character without a demolitions kit takes a –4 penalty on Demolitions checks.

Endurance (Constitution)

Armor Check Penalty

Make an Endurance check to stave off ill effects and to push yourself beyond normal phyiscal limits. You can hold your breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods.

Some environmental hazards-including extrema temperatures, violent weather, and disease- require you to make an endurance check to resist and delay debilitating effects. (Explained in Chapter 3 Dungeons Master Manuel)

Endurance: No action required.
DC: See the table. The check dC varies based on the situation and the level of hazard.
Success: You endure a particular situation.
Failure: You can't try again until circumstance change or a certain amount of time has elapsed.
Task Endurance DC
Endure extreme weather Base 15
Resist disease Varies
Ignore Hunger 10+2 Per day
Ignore Thirst 15 + 4 per day
Hold Breath (each round after 5) 10+1 per round
Swim or tread water (After 1 hour) 15 +2 per hour

First Aid (Wisdom)

You know how to help someone recover from wounds or debilitating conditions, including disease.

First Aid: Standard Action
Stabilize the Dying Make a DC 15+ (Current amount of negative wounds), First Aid check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character's wounding points total doesn't change as a result of being stabilized.

Use Second Wind: Make a DC 10 First Aid check to allow an adjacent character to use his or her second wind without the character having to spend an action. The character doesn't gain the defense bonuses normally granted by second wind.

Grant a Saving Throw: Make a DC 15 First Aid Check. IF you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to saving throw at the end of his or her next turn.

Treating Laser Burns Wounds caused by laser fire saves a character from bleeding due to an open wound. However the amount of wounds received from a laser burn becomes a commutative negative on all your actions. an remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding on a First Aid check DC: 15

Bleeding Wounds:A puncture wound results in a -1 wound per round. A First Aid check DC 15 resolve the bleeding.

Treat Disease

Make a First Aid check to treat a character suffering from a disease. Chapter 3 of the Dungeon MAster's Guide has more information about disease.

Treat Disease: Part of the diseased character's extended rest. You must attend the character periodically throughout the extended rest, and you make your First Aid check when the rest ends.
Replaces Endurance: Your First Aid check result determines the disease's effect if the result is higher than the diseased character's Endurance check result.

Gambling (Wisdom)

This is a Global skill. All classes get this as a trained class skill.//
You can earn money through games of chance including poker, black jack, craps, na'zee, zee'be, and even racing. The amount of your wager and the result of your skill check determine how much money you win or lose during an evening of gambling. You can either gamble against the house or against an opponent (or group). When gambling against the house- such as when playing the stellar wheel or betting on the outcome of a race- you must declare how many credits you want to wager as your stake for the evening of gambling.

Results vs House:
1-4 - Lose entire stakes
5-9 - Walk away with 25% of stake
10-14 - Walk away with 50% of stake
15-19 - Break even, keep entire stake
20-24 - Win stake x 1.5
25-29 - win stake x2
30-34 - win stake x3
35-39 - win stake x5
40+ - win stake x10

Results vs Opponents: When gambling against other opponents each character declares an amount to wager for the evening and makes a skill check. The character with the highest result is considered the overall winner after an evening of gambling. (if tied, the winnings are split). Each participant, other than the winner, checks his result against the winner's results, using the difference n the scores to determine how much money is deducted from his stake and added to the winner's take.

1-4 - Break even; keep your entire stake
5-9 - Give 1/10th of stake to winner
10-14 - Give 1/4 of stake to winner
15-19 - Give 1/3 of stake to winner
20-24 - Give 1/2 of stake to winner
25-29 - Give 2/3 of stake to winner
30-34 - Give 3/4 of stake to winner
35+ Lose it all; give entire stake to winner

History (Intelligence)

This is a Global skill. All classes get this as a trained class skill.
If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field. Make a History check to remember a useful bit of historical knowledge or to recognize a historical clue.

Insight (Wisdom)

You can discern intent and decipher body language during social interactions.You make an Insight check to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being.

You use insight to counter a Bluff check, and insight is used as the social counterpart to the perception skill. In skill challenges that require a number of success, use insight checks to oppose someone's bluff checks. Insight can also be used to gain clues, figure out how well you might be doing in a social situation, and to determine if someone is under the influence of an outside force.

Whenever you use insight, you're making a best guess as to what you think a motive or attitude is or how truthful a target is being. Insight is not an exact science or a supernaturally power it represents your ability to get a sense of how a person is behaving.

Insight: No action required when countering a Bluff check, minor action in combat, or part of a skill challenge. Requires some amount of interaction to get a read on a target.
DC: See the table. If you're trying to see through a bluff, this is an opposed check against your opponent's Bluff check.
Success: You counter a Bluff check , gain a clue about social situations, sense an outside influence on someone, or recognize an effect as illusory.
Failure You can't try again until circumstances change.
Recognizing an Effect as illusory: The GM might use your passive Insight check to determine if you notice the telltale sign of an illusion effect. Noticing such an effect doesn't break the illusion, but you recognize the effect as illusory.

Sense motives, attitudes - 10 + Creature's level
Sense outside influence - 25 + effect's level
Reconginze effect as illusory 15 + effect's level

Intimidate (Charisma)

Make an intimidate check to influence others through hostile actions, overt threats, and deadly persuasion. Intimidate can be used in combat encounters or as part of a skill challenge that requires a number of success. Your intimidate checks are made against target's Will defense or a DC Set by the GM. The target's gneral attitude toward you can other conditional modifiers (such as what you might be seeking to accomplish, or what your asking for) might apply to the DC.

Intimidate: Standard action in combat or part of skill challenge.
Opposed Check: Intimidate vs Will (see the table for modifiers to your target's defense). If you can't speak a langauge your target understands, you take a -5 penalty to your check. If you attempt to intimidate multiple enemies at once, make a separate intimidate check against each enemy's Will defense. Each target must be a able to see and hear you.
Success: You force a bloodied target to surrender, get a target to reveal secerts against its will, or cow a target into taking some other action.
Failure: If you attempt to intimidate that target during combat, you can't try again against that target during this encounter.
Target Becomes Hostile: Using intimidate usually makes a target hostile toward you, even if you don't succeed on the check.

Enemy is Will Defense
Hostile - +10
Unfriendly - +5

Nature (Wisdom)

You have pciked up knowledge and skills related to nature, including finding your way through the wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land.

If you have slecte this skill as a trained skill, your knowledge represents formalized study or extensive experience, and you have abetter chance of knowing esoteric information in this field.

Forege

Make a nature check to locate and gather enough food and water to last for 24 hours.

Forage: 1 hour.
DC: DC 15 to find food and water for one person, DC25 for up to five people. The GM might adjust the DC in different environments.
Success: You find enough food and water for 24 hours.
Failure: You find no food or water. You can forage again but in a different area.

Handle Animal

Make a Nature check to calm down a natural beast, teach a natural beast some tricks, or otherwise handle a natural beast. Handling a natural beast is usually part of a skill challenge that requires a number of success. Examples of Nature knowledge include determining cardinal directions or finding a path (common), recognizing a dangerous plant or another natural hazard (master), or predicting a coming change in the weather (expert).

Monster Knowledge

Natural

Make a nature check to identify a creature that has a natural origin.

Navigation (Intelligence)

This is a Global skill. All classes get this as a trained class skill.
You are able to understand maps as they are written. There are a verity of different maps some are more difficulties to read then others. The complexity of a map is based on the information it is attempting to display. You can follow the direction of a simple paper that denotes a local map (Common), or pin-point location through the use of geographical coordinates (Master), or make sense of astrometric data used in calculating hyper Jumps between star systems (Expert).

Navigation: Time taken to read data varies depending on difficulty's.
DC: Common DC: 10, Time: 1 Turn | Master DC: 15, Time: 10 Turns | Expert DC: 20, Time: 20 Turns

Success: You are able to learn the information you wish from the map or use it to chart a course.
Failure: You can make out clearly what the map is attempting to display.

Mechanics (Intelligence)

Your active ability to work with mechanical devices allowing you to disassemble them for salvage, disable and prevent them from working properly, or repair them to make them work like new. Whatever the goal is this skill is the hands on aspect of engineering. If you select this skill as a trained skill, your ability represents academic study, either formalized or as a hobby, and reflects your expertise.

Salvage Machinery

You can salvage electrical and mechanical parts from destroyed vehicles, mecha, starships, robots, and cybernetic attachments. Based on the size and type of the machine the hard the search check becomes.

Salvage: Any kind of complex machinery that has parts to it that are still in working order.
DC: See Chart.
TABLE: SALVAGE
**Salvaged Machine ** **Time Required ** **Salvage Check DC **
**Vehicle **
Huge or smaller 30 min. 15
Gargantuan 1 hr. 20
Colossal 3 hr. 25
**Mecha **
Huge or smaller 30 min. 25
Gargantuan 1 hr. 30
Colossal 3 hr. 35
**Starship **
Huge 1 hr. 30
Gargantuan 3 hr. 35
Colossal 6 hr. 40
**Robot **
Tiny or smaller 10 min. 20
Small to Large 30 min. 25
Huge or bigger 1 hr. 30
**Cybernetic Attachment **
Replacement 10 min. 15
Enhancement 30 min. 20

Success: You are able to salvage parts worth saving.
Failure: You damage the parts you are attempting to salvage and they are unusable.

Repair Machinery

You can use this skill to repair mechanical devices of any kind of complexity. From cybernetics, simple mechanical tools, mechanical components of robots, to complex systems of vehicles, starship, or even mechas. All technology can be repaired in a manner that restores structure points, or brings them back online for use. The nature of the task naturally needs the correct corresponding tool kits, materials and time. For restoring integrity to a structure you simple spend correct amount of time for the category of the structure reinforcing it.

Checks: The parts must be first identified by a technology check before repair attempt is to be made.

Success: Repairs will restore mechanical parts to working order, or restore structure points at a rate of 2d6 per hour. See Chart

Category Difficulty Time DC
Electronics Simple (timer) 1 hr 15
Moderate (radio, electronic lock) 12 Hr 20
Complex (cell phone) 24 Hr 25
Advance (computer) 60 Hr 30
Mechanical Simple (trip wire) 1 hr 15
Moderate (engine component) 12 Hr 20
Complex (automobile engine) 24 Hr 25
Advance (jet engine) 60 Hr 30
Structural Simple (Items) 12hr 15
Moderate (Minor Structures) 24hr 20
Complex (Buildings, Computers) 60hr 25
Advance (Space Crafts) 600hr 30
Weapons Simple (Sword, Slingshot 1hr 15
Moderate (Rifles & Pistols) 6 hr 20
Complex (Energy Wep.) 12 hr 25
Advance (Gun Emplacements) 24hr 30
  • Non-Powered Checks: +6 Hours, +10 DC per Difficulty Rank.
  • DC's maybe subjected to change based on circumstances. DM will decide ultimately how tough it is.

Perception (Wisdom)

Make a perception check to notice clues, detect secret doors, spot imminent dangers, find traps,follow tracks, listen for sounds behind a closed door, or locate hidden objects.

This skill is used against another creature's Stealth check or against a DC set by the GM. In most situations, the GM uses your passive perception check result to determine if you notice a clue or an imminent danger.

Targeting What You Can’t See

Invisible Creatures and Stealth: If an invisible creature is hidden from you (“Stealth,” page 188), you can neither hear nor see it, and you have to guess what space it occupies. If an invisible creature is not hidden from you, you can hear it or sense some other sign of its presence and therefore know what space it occupies, although you still can’t see it.

Make a Perception Check: On your turn, you can make a Perception check as a minor action (page 186) to try to determine the location of an invisible creature that is hidden from you.

Perception: No action required - either you notice something or you don't. Your GM usually uses your passive perception check result. If you want to use the skill actively, you need to take a standard action or spend 1 minute listening or searching, depending on the task.

Opposed Check: Perception vs Stealth when trying to spot or hear a creature using stealth. Your check might be modified by distance or if you're listening through a door or a wall (see the table).
DC: See the table for DCs when you're trying to hear or spot something, searching an area, or looking for tracks.
Success: you sot or hear something.
Failure: You can't try again unless the circumstances change.
Searching: When actively searching an area or looking for something specific, assume you're searching each adjacent square. The GM might allow you to do this as a standard action, but usually searching requires at least 1 minute.

Listen Perception DC
Battle 0
Norma Conversation 10
Whispers 20
Through a door +5
Through a wall +10
More than 10 squares away +2
Spot or Search
Barely Hidden 10
Well hidden 25
More than 10 squares away +2
Find Tracks Perception DC
Soft ground (snow, loose dirt, mud) 15
Hard ground (wood or stone) 25
Rain or Snow since tracks were made +10
Each day since tracks were made +2
Quarry obscured is tracks +5
Huge or larger creature -5
Group of ten or more - 5

Pilot (Dexterity)

You can use the Pilot skill to fly any kind of craft both atmospherics or space. All flying crafts be it through space or atmosphere have the same logistics when piloting them and requires no checks while performing the very basic operations with them. Each type of craft has there own special training for each craft and thus requires a feat to remove the in experiance cap of the skill. Anyone attempting to pilot a craft without the required feat will suffer a -8 penalty. If you select this skill as a trained one you will be able to perform the basic operations with no checks. However take off, docking, planet fall, and stunts will require checks.

Pilot: You are able to pilot your craft without inquiring skill checks while performing basic operations. (Movement, Stopping, Speeding up, and so on.)
Checks: -8 Penalty in less you have the required feat. (Take off, landing, planet fall, spins, Crazy Ivans and so on.)
DC: DC's are generally set by specific rules to the stunts you are attempting. See spacecraft section.

Profession (Wisdom)

This is a Global skill. All classes get this as a trained class skill.
You are experianced in your line of work. By selecting this skill it becomes much like a Knowledge, and Perform. Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks, each purchased as a separate skill.

Check: You can practice your trade and make a decent living, earning about half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems.

Action:Not applicable. A single check generally represents a week of work. You can also us the your experiance in this field as knowledge tool. Only the knowledge is very specific to the profession and the broader details leave you unaware only giving you practical knowledge.

DC: Profession Knowledge DC's vary by how complex the question is.

Try Again: Varies. An attempt to use a Profession skill to earn an income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

Untrained: Untrained laborers and assistants (that is, characters
without any ranks in Profession) earn an average of 1 credit piece per day.

Performance (Charisma)

Your skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below. The number of Perform categories is kept purposely finite. When trying to determine what Perform skill a particular type of performance falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.

Check: The character is accomplished in some type of artistic expression and knows how to put on a performance. The character can impress audiences with his or her talent and skill. The quality of the character's performance depends on his or her check result.

The eight Perform categories, and the qualities each one encompasses, are as follows.

Act: The character is a gifted actor, capable of performing drama, comedy, or action-oriented roles with some level of skill.

Dance: The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to music.

Keyboards: The character is a musician gifted with a talent for playing keyboard musical instruments, such as piano, organ, and synthesizer.

Percussion Instruments: The character is a musician gifted with a talent for playing percussion musical instruments, such as drums, cymbals, triangle, xylophone, and tambourine.

Sing: The character is a musician gifted with a talent for producing musical tones with your voice.

Stand-Up: The character is a gifted comedian, capable of performing a stand-up routine before an audience.

Stringed Instruments: The character is a musician gifted with a talent for playing stringed musical instruments, such as banjo, guitar, harp, lute, sitar, and violin.

Service: Ceremonially speeches, gospel readings, weddings or funerals. A talented speaker can make ceremonies memorable.

Wind Instruments: The character is a musician gifted with a talent for playing wind musical instruments, such as flute, bugle, trumpet, tuba, bagpipes, and trombone.

Religion (Intelligence)

You have picked up knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, and theology. This knowledge extends to information about the undead and the astral plain, including the creatures of that plane.

If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field.

Religon Knowledge

Make a religion check to remember a useful bit of religous knowledge or to recognize a religious related clue.

Monster knowledge

Immortal or Undead
Make a Religion check to identify a creature that has the immortal origin ( a creature of the astral plane). or the undead keyword. See "monster knowledge" Checks.

Science (Intelligence)

You have an understanding of the various sciences that are at be. Much like the other fields of knowledge you use this skill to represent how much you know and actively use it to recall information or clues pertaining to the subject. There are three categories your bonus can be applied to. When selecting a science the player must be specific in what kind of science in the provided break down of each category.

Behavioral Sciences: (Psychology, sociology, and criminology.)

Geographic Sciences: (Geology, weather, planets, terrain )

Physical Sciences: (Chemistry, physics, biology, mathematics, and astronomy)

If you have selected this skill as a trained skill, you have to formalize your knowledge in a specific field. The skill then represents academic study, either formalized or as a hobby in that category and you have a better chance of knowing esoteric information in this field. You can take Science skill more then once to obtain the other fields of knowledge should you wish to do so.

Stealth (Dexterity)

Armor Check Penalty
Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard.

This skill is used against another creature's Perception check or against a DC set by the GM.

Stealth: At the end of a move action.
Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy’s passive Perception check. If you move more than 2 squares during the move action, you take a –5 penalty to the Stealth check. If you run, the penalty is –10.
Becoming Hidden: You can make a Stealth check against an enemy only if you have superior cover or total concealment against the enemy or if you’re outside the enemy’s line of sight. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don’t have superior cover or total concealment and aren’t outside the enemy’s line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.
Success: You are hidden, which means you are silent and invisible to the enemy (see “Concealment” and “Targeting What You Can’t See,” page 281).
Failure: You can try again at the end of another move action.
Remaining Hidden: You remain hidden as long as you meet these requirements.
Keep Out of Sight:If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t need superior cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can’t use another creature as cover to remain hidden.
Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t remain hidden from any enemy that can hear you.
Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a –5 penalty. If you run, the penalty is –10. If any enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy.
Don’t Attack: If you attack, you don’t remain hidden.
Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action.
Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy. Also, if an enemy tries to enter your space, you don’t remain hidden from that enemy.

Streetwise (Charisma)

When in a settlement- a village, a town, or a city,- make a streetwise check to find out what's going on, who the movers and shakers are, where to get what you need )and how to get there), and where not to go.

Streetwise: Using this skill takes 1 hour and might be part of a skill challenge.
DC: See the table.
Success: You collect a useful bit of information, gather roumers, find out about available jobs, or locate the best deals.
Failure: You can try again, but you might draw attention to yourself if you keep chasing after the same information.
Settlement & Info Streetwise DC
Typical Settlement 15
Hostile Settlement 20
Totally alien settlement 30
Information is readily available -2
Information is hard to come by +5
Information is secret or closely guarded +10

Technology (Intelligence)

You can correctly identify starship, mecha, robots, and cybernetic attachments, as well as identify unfamiliar technological devices. If you have selected this skill as a trained skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field. Make a Technology check to remember a useful bit of technological knowledge or to recognize a clue about a specific device.

Check: The DCs for identifying technological items vary depending on the type of information required: Identifying a starship by its type and subtype, identifying a mecha by its superstructure, or identifying a robot by its frame: DC 10. Determining the function or purpose of a particular mechanical system or cybernetic attachment: DC 15. Recalling the standard, factory-model design specs of a particular type or class of starship, mecha, or robot: DC 20.

When confronted with an unfamiliar piece of technology or alien artifact, you can make a Knowledge (technology) check to correctly surmise the primary (if not singular) purpose of the device. A successful check result does not enable you to activate the item, nor does it make you proficient with the item. The DC of the Knowledge (technology) check depends on the item being identified and the difference in type of items.

Unfamiliar Item Technology DC
Basic tool or instrument 10
Robotic or vehicular component 15
Cybernetic attachment 20
Alien weapon or nanotechnology 25
Lost Technology 30

Thievery (Dexterity)

Armor Check penalty
You have picked up theiving abilities and can perform task that require nerves of steel and a steady hand: disabling traps, opening locks, and picking pockets, and sleight of hand.

The GM might decide that some uses of this skill are so specialized that you are required to be trained in it to have a chance of succeeding.

Disabling Trap

Make a thievery check to prevent a trap from triggering. You need to be aware of a trap to try and disable it. Make a Perception check to find a hidden trap.

Disable Trap: Standard action in combat or part of a skill challenge.
DC: See the table. You get a +2 bonus to check if you use thieves tools.
Delay Trap: You get a +5 bonus to the check if you try to delay a trap, rather than disable it.
Success: You disable or delay the trap. Disabling a trap makes it harmless until it resets. Delaying a trap makes the trapped area safe for passage until the end of your next turn.
Fail by 4 or Less: Nothing happens. You can try again as a new action.
Fail by 5 or More: You trigger the trap.
Trap thievery DC
Heroic Tier 20
Paragon Tier 30
Epic Tier 40

Open Lock

Make a thievery check to pick a lock. Locks can be digital or mechanical it matters not. Thieves tools represent specalized tools that deals with both kinds of doors.

Open Lock: Standard Action in combat or part of a skill challenge.
DC: See the table. You get a +2 bonus to the check if you use thieves' tools.
Success: you pick the lock.
Failure: You can try again as a new action.

Pick Pocket

Make a thievery check to lift a small object (such as a purse or an amulet) from a creature without the creature being aware of the theft. It must be an object that the creature isn't holding.

Pick Pocket: Standard Action.
DC: DC 20 + your target's level. IF in combat, you take a -10 penalty to your check.
Success You lift a small object from the target with-out the target noticing.
Fail by 4 or Less: You don't get the object, but the target didn't notice. You can try again as a new action.
Fail by 5 or More: You don't get the object, and the target notices your failed attempt.

Sleight of Hand

Make a Thievery check to palm an unattended object small enough to fit into your hand (such as a coin or a ring) or to perform an act of legerdemain.

Sleight of Hand: Standard action in combat or part of a skill challenge.
Success: You palm an unattended, small object or perform an act of legerdemain.
Failure: You can still pick up the object, bbut onlookers see you pick it up, or they see through your act of legerdemain.

Use Computer (Intelligence)

This is a Global skill. All classes get this as a trained class skill.
You know how to use basic computer operating systems. In addition to all the standard uses, this skill can be used to operate shipboard sensors as well as send, jam, scramble, and unscramble transmissions sent through space or across dimensions. As these are pretty common usages on board space crafts.

Check: The following applications of the Computer Use skill can be used untrained:

Conduct Active Sensor Scan: Using a starship’s sensors to analyze another ship or object in sensory range requires a Computer Use check (DC 15). An active sensor scan conducted over a vast distance (for example, across a star system) or subjected to some form of disturbance (such as interference from a solar flare) applies a –5 or higher penalty on the check.

Send Transmission: Routine communications (hailing a nearby ship, using a subspace or dimensional transceiver, and so on) are accomplished with a Computer Use check (DC 10). Communications sent over incredibly long distances (such as between star systems) are subject to distortion; correcting that distortion to ensure a message reaches its intended destination requires a successful Computer Use check (DC 20).

Find File: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching. Finding public information on the Internet does not fall under this category; usually, such a task requires a Research check. This application of the Computer Use skill only pertains to finding files on private systems with which the character is not familiar.

Finding a File Use Computer DC Time
Personal Computer 10 1 Minute
Small Network 15 15 Minutes
Larger Network 20 20 Minutes
Massive Network 25 25 Minutes
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