As discussed in the section on abilities, your character possesses skills. These skills are similar to skills in 3.5/Pathfinder but a new list has been generated and a slightly different set of rules is in place.

Skills are gained in the following manner:
Characters begin play with a number of skills and gain skills based on class, level, and racial skill access. Skills are also demarcated by tiers: normal, difficult, transcendent, and epic.

Normal Skill Knowledge: 1-5 ranks
Difficult Skill Knowledge: 6-10 ranks
Transcendent Skill Knowledge: 11-20 ranks
Epic Skill Knowledge: 21+ ranks

Skill Points to Skill Rank Ratio:
Skill points are spent on normal skill knowledge with a 1 to 1 ratio, but at higher difficulty, the amount of skill points necessary to advance increases. Thus ‘difficult’ skill knowledge can be attained by spending 2 points per rank. Transcendent skill knowledge is gained by spending 3 points per rank. Epic skill knowledge is most difficult to attain 4 points per rank.

Skill Affinities (racial or class)
Characters have racial and class affinities that empower them to gain skills at a faster rate. An affinity with a skill allows your character to treat difficult skills as normal skills. A racial affinity stacks with a class affinity, but a class affinity does not stack with a similar affinity for a class. Thus, elves and wizard have an affinity for arcana, so an elvish wizard gets to treat both difficult and transcendent skill knowledge as normal (i.e. 1 to 1). Skill affinities never make it easier for a character than the 1 to 1 ratio for gaining skill ranks.

Rank Max
Characters are not allowed to exceed their hit dice in skill ranks.

Opportunity Threshold
Skill checks may be classified according to the challenge they present when complicated interchanges are in effect. For instance, trying to persuade a nobleman to lend his forces in a coming fight against draconians is not as simple as presenting a passionate or convincing argument. There remains a certain amount of inertia to the structure of society and the world. The chance of overcoming this ‘inertia’ is conceived of as the opportunity threshold. In other words, using the training or skills you have to succeed is not enough, you also have to persist in certain endeavors. This creates a second layer to complicated skill checks. I discuss potential issues with opportunity thresholds under skills where they are relevant.

Acrobatics (Dex)—This skill is used to balance oneself or to perform complicated maneuvers such as swinging from a chandelier.
Arcana (Int)
Bluff (Cha)
Business (Wis)
Climb (Str)
Coerce (Cha)
Concentration (Con)
Craft (Int)
Demean (Cha)
Escape (Dex)
Heal (Wis)
Identify (Int)
Jump (Str)
Knowledge (Int)
Language (Int)
Perception (Wis)
Perform (Cha)
Persuade (Cha)
Religion (Wis)
Ride (Dex)
Stealth (Dex)
Survival (Wis)
Swim (Str)
Thievery (Dex)
Use Magic Device (Luck)
Wrestle (Str)


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