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Chapter: Skills
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24 rules
| Name ▲ | Page | Description |
|---|---|---|
| Skills | 130 | Whether you are a battle-hardened soldier who can freeze a foe’s blood with a glance, a garrulous envoy who can blend into any social situation, or a brilliant technomancer with knowledge about every subject in the… |
| Acquiring Skills | 132 | Each level, including 1st level, you gain a number of skill ranks. |
| Skill Checks | 132 | No matter how skilled you become, when using skills, success is rarely certain. To determine whether you succeed when using a skill, you attempt a skill check: roll 1d20 and add your total skill bonus to the roll. |
| Identify Creatures | 133 | You can use certain skills to identify creatures. The skill used to identify each creature type is listed below and in the individual skill descriptions. |
| Recall Knowledge | 133 | You can use certain skills to recall knowledge about specific topics. The topics a given skill relates to are detailed in the individual skill descriptions. |
| Skills and Starship Combat | 134 | Whether you’re attempting a complicated flying maneuver, patching a power core, or scanning enemy vessels, skills are a vital part of the system that governs combat between starships. |
| Skill Descriptions | 134 | This section explains each skill, including common uses and tasks, typical modifiers, and sometimes even established DCs. Your GM may require or allow you to use skills for tasks other than those listed here. |
| Acrobatics (Dex; Armor Check Penalty) | 135 | You can keep your balance while traversing narrow or treacherous surfaces, escape from restraints, and tumble to avoid attacks. You also use Acrobatics to determine the success of difficult maneuvers while flying. |
| Athletics (Str; Armor Check Penalty) | 136 | You can scale vertical surfaces, leap over obstacles, and swim. |
| Bluff (Cha) | 137 | You can use words and actions to create distractions, misdirect your opponents, tell convincing lies, and pass along secret messages. |
| Computers (Int; Trained Only) | 137 | You can operate, manipulate, and hack into computer systems. If you don’t have physical access to a computer system’s user interface, you must use a hacking kit to access and manipulate the system. |
| Culture (Int; Trained Only) | 139 | You are a student of the vast number of known cultures in the galaxy, and you have a deep and rich understanding of the undercurrents of cultures and language in general. |
| Engineering (Int; Trained Only) | 141 | You can identify, build, repair, or disable technological devices; assess the stability of structures and machinery; and properly arm and disarm explosives. |
| Intimidate (Cha) | 142 | You can rattle your foes or bully them to do what you want with verbal threats or displays of prowess. |
| Life Science (Int; Trained Only) | 142 | You are educated in the scientific study of living things, from the smallest organisms to the largest biological systems. |
| Medicine (Int; Trained Only) | 143 | You have knowledge of the biology of many species and can treat a number of different types of wounds and ailments. |
| Mysticism (Wis; Trained Only) | 143 | You are educated in the fields of magic, religion, the planes, and spellcasting, and so can identify magic items and spells and make magic items yourself. |
| Perception (Wis) | 144 | You can use all of your senses (hearing, taste, touch, sight, and smell) to notice danger, pick out fine details, and search for hidden objects or creatures. |
| Piloting (Dex) | 145 | You know how to drive vehicles, pilot starships, and navigate. |
| Profession (Cha, Int, or Wis; Trained Only) | 146 | You are skilled in a specific job, specialty, or creative art. 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. |
| Sense Motive (Wis) | 146 | You can detect falsehoods and gain glimpses of the true intentions of creatures with which you interact. |
| Sleight of Hand (Dex; Armor Check Penalty; Trained Only) | 146 | You can hide small objects, pick pockets, and accomplish other feats of manual dexterity without being noticed. |
| Stealth (Dex; Armor Check Penalty) | 147 | You can stay hidden and move silently to avoid detection, allowing you to sneak past foes or strike from an unseen position. |
| Survival (Wis) | 148 | You can survive in and make your way safely through almost any kind of wilderness, follow trails and tracks, deal with wild animals, and ride tamed ones. |
