Skills
Acrobatics Athletics Deception Gather Information Initiative
Knowledge Perception Perform Persuasion Pilot
Ride Spellcraft Stealth Survival Technology
Treat Injury

Acrobatics

Armor Check Penalty
You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers.

Balance: A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface. If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 15 Acrobatics skill check to catch the ledge or wire.

Narrow Surface Acrobatics DC
8-15 cm wide 10
4-7 cm wide 15
Less than 4 cm wide 20

You are considered flat-footed while balancing, and thus you lose your Dexterity bonus to your Reflex defense (if any). If you are trained in Acrobatics, you aren't considered flat-footed while balancing.
If you take damage while balancing, you must immediately make another Acrobatics check against the same DC to keep from falling.

Cross Difficult Terrain (trained only): With a successful DC 15 Acrobatic check, you can move through difficult terrain at your normal speed.

Escape Bonds: With a successful Acrobatics check, you can slip free of restraints, wriggle through a tight space, or escape from a grapple. The DC to slip free of a restraint depends on the type of restraint being used. It takes a standard action to escape a grapple. It takes a full-round action to escape a net or move 1 square through a tight space. It takes 1 minute to escape from ropes, binder cuffs, or manacles.

Restraint Acrobatics DC
Ropes Opponent's Dex check + 10
Net 15
Binder cuffs 25
Grapple Opponent's grapple check

Fall Prone (trained only): If you are trained in Acrobatics and succeed at a DC 15 check, you can drop to prone position as a free action (instead of a swift action).

Reduce Falling Damage (trained only): With a successful DC 15 Acrobatics check, you can treat a fall as if it was 2 squares shorter when determining damage. For every 10 points by which you beat this DC, you can subtract an additional 1 square from the fall for determining damage. If you make this check and take no damage from the fall, you land on your feet.
If you are struck by a falling object, you can reduce the damage you take by half with a successful DC 15 Acrobatics check.

Stand Up from Prone (trained only): If you are trained in Acrobatics and succeed at a DC 15 check, you can stand up from a prone position as a swift action (instead of a move action).

Tumble (trained only): If you succeed at a DC 15 Acrobatics check, you can tumble through the threatened area or fighting space of an enemy as a part of your move action without provoking an attack of opportunity. Each threatened square or occupied square that you tumble through counts as 2 squares of movement.

Special: You can't take 10 or take 20 on an Acrobatics check.
If you are trained in Acrobatics you gain as +5 dodge bonus to your Reflex defense when fighting defensively.

Athletics

Armor Check Penalty
You have trained or are naturally gifted in the areas of athletic performance. Perhaps you are an athlete, or simply naturally talented. You can climb, run, jump, and swim like a champ, and you can push yourself beyond your normal physical limits when the occasion demands it.

Climb Surface: With each successful Athletics check, you can advance up, down, or across a slope or wall or other steep incline (or even a ceiling with handholds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. You can climb at one-half your speed as a full-round action. You can move half that far — one-fourth your speed as a move action.
A failed Athletics check indicates that you make no progress, and a check that fails by 5 or more means that you fall from whatever height you have already attained.
The DC of the check depends on the circumstances of the climb as follows:

DC Example Wall or Surface
0 Slope too steep to walk up; knotted rope with a wall to brace against.
5 Rope with a wall to brace against or a knotted rope, but not both.
10 Surface with ledges to hold onto and stand on, such as a very rough wall.
15 Surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree; an un-knotted rope.
20 Uneven surface with some narrow handholds and footholds.
25 Rough surface, such as a natural rock wall or brick wall.
25 Overhang or ceiling with handholds but no footholds.
Perfectly smooth, flat, vertical surface cannot be climbed without special gear.
-10* Climbing inside an air duct or other location where one can brace against two opposite walls.
-5* Climbing a corner where you can brace against perpendicular walls.
+5* Surface is slippery.

*These modifiers are cumulative; use all that apply.
Since you can't move to avoid an attack while climbing, opponents get a +2 bonus on attack rolls against you, and you lose any Dexterity bonus to your Reflex Defense.
Anytime you take damage while climbing, make an Athletics Check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Accelerated Climbing: You may try to climb more quickly than normal, but you take a -5 penalty on Athletics checks. Accelerated climbing allows you to climb at your full speed as a full-round action. You can move half that far — one-half of your speed — as a move action.

Catching Yourself When Falling: It's practically impossible to catch yourself on a wall while falling. Make an Athletics check (DC = the wall's DC +20) to do so. A slope is relatively easier to catch yourself on (DC = the slope's DC + 10).

Making Handholds and Footholds: You can make your own handholds and footholds by pounding items into a wall. Doing so takes 1 minute per piton, and one piton is needed per meter. As with any surface with handholds and footholds a wall with pitons in it has a DC of 15. In the same way, a climber with an ice axe or similar implement can cut handholds or footholds in an ice wall.

Force March: Each hour of walking after 8 hours requires you to attempt a DC 10 Athletics check (+2 per hour after the first). If you fail, you move -1 persistent step along the condition track. You can only remove this persistent condition by resting for 8 hours.

Hold Breath: You can hold your breath for a number of rounds equal to your Constitution score. After this period of time, you must succeed on a DC 10 Athletics check in order to continue holding your breath. The DC increases by +2 per additional round. If you fail, you must breathe or you move -1 step on the condition track. If you reach the bottom of the condition track, you fall unconscious. If you are still unable to breathe on your next turn after falling unconscious, you die from inhaling water.

Ignore Hunger: You can go without food for a number of days equal to your Constitution modifier (minimum 1 day). After this time, you must succeed on an Athletics check each day or move -1 step along the condition track. You can only remove this persistent condition by eating a nutritious meal. The DC is 10 on the first day, and increases by +2 on each day thereafter.

Ignore Thirst: You can go without water for a number of hours equal to three times your Constitution score. After this time, you must succeed on an Athletics check each hour or move -1 persistent step along the condition track. You may only remove this persistent condition by drinking at least 1 liter of water; for creatures that are not Medium size, multiply the water required by 10 for every size category above Medium, or divide it by 10 for every size category below Medium. The DC is 10 on the first day, and increases by +2 each day thereafter.

Run: You can run as a full-round action. When you run, you can move up to four times your speed in a straight line (or three times your speed in a straight line if you are wearing heavy armor or carrying a heavy load). You lose any Dexterity bonus to your Reflex defense while you're running, since you can't actively avoid attacks.
You can run for a number of rounds equal to your Constitution score without any checks. If you want to continue running after that, you must succeed on a DC 10 Athletics check. You must check again each round in which you continue to run, and the DC of the Athletics check increases by 1 for each previous check you made. When you fail a check, you move -1 persistent step on the condition track. You can only remove this persistent condition by resting for the same length of time that you were running. During this rest period, you can only move half your speed or less.

Sleep in Armor: You can sleep while wearing armor by succeeding at an Athletics check (DC 10 for light armor, DC 20 for heavy armor. If you fail, you don't sleep and move -1 persistent step along the condition track. You can only remove this persistent condition by sleeping for 8 hours.

Long Jump: The DC of a running long jump is equal to the distance cleared (in meters) multiplied by 3. For example, clearing a 3-meter-wide (2-square-wide) pit requires a successful DC 9 Athletics check. If you do not get at least a 4-square running start, the DC is doubled.

High Jump: The DC of a running high jump is equal to the distance cleared (in meters) multiplied by 12. For example, landing atop a 1.5-meter-high (1-square-high) ledge requires a successful DC 18 Athletics check. If you use a pole of sufficient height to help you vault the distance, the DC is halved. If you do not get at least a 4-square running start, the DC is doubled.

Jump Down: If you intentionally jump down from a height, you can attempt a DC 15 Athletics check to take falling damage as if you had dropped 3 meters (2 squares) fewer than you actually did. For every 10 points by which you beat the DC, you can subtract an additional 3 meters from the fall when determining damage. If you succeed on this check and take no damage, you land on your feet.

Swim: A successful Athletics check allows you to swim one-quarter your speed as a move action or one-half your speed as a full-round action. Roll once per round. If you fail, you make no progress through the water. If you fail by 5 or more, you go underwater and must hold your breath until you reach the surface by succeeding on an Athletics check.
The DC for the Athletics check to swim depends on the situation.

Situation DC
Calm Water 10
Rough Water 15
Stormy Water 20

Swim/Tread Water: Each hour that you swim, you must succeed on a DC 15 Athletics check or move -1 persistent step along the condition track. You can only remove this persistent condition by resting (not swimming or treading water) for the same length of time that you were swimming. Each consecutive hour of swimming increases the DC by +2. If you are only treading water, reduce the DC by 5.

Special: Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. use the encumbrance rules to determine how much weight a character can lift.
Distance covered by a long jump or high jump counts against your maximum movement in a round; distance covered by jumping down does not.
You can take 10 in all Athletics checks, but you may not take 20 unless there is no threat or danger associated with failure.

Deception

You can make the untrue seem true, the outrageous seem plausible, and the nefarious seem ordinary. The skill encompasses conning, fast-talking, misdirection, forgery, disguise, and outright lying. Use a Deception check to sow temporary confusion, pass as someone you're not, get someone to turn his head in the direction you point, or pass faked documents off as genuine.

Deceive: When you want to make another character believe something that is untrue, you can attempt to deceive them. You can deceive a target in one of two ways: by producing a deceptive appearance or by communicating deceptive information.
Deceptive Apperance: When you produce a deceptive appearance, such as disguising your appearance or producing forged documents, make a Deception check opposed by the Perception check of any target that sees the deception. If you succeed, that character believes that the appearance is authentic. If you fail, the target detects the deception. Creating a deceptive appearance requires at least 1 minute (10 rounds) for simple deceptions, 10 minutes for moderate deceptions, 1 hour for difficult deceptions, 1 day for incredible deceptions, or 2 weeks (10 days) for outrageous deceptions. You can rush and create the deception in less time (treating it as if it were one step easier, to a minimum of simple), but you take a -10 penalty on your Deception check. In all cases, make a single Deception check at the time you create the deceptive appearance and compare your check result to the Perception check of any character who encounters it.
Deceptive Information: When you communicate deceptive information, such as telling a lie or distorting facts to lead the target to a false conclusion, make a Deception check against the Will defense of any target that can understand you. If you succeed, the target believes that what you're telling them is true. While most cases of deceptive information are either verbal or written (requiring the target to be able to understand you), you can deceive with gestures, body language, facial expressions, and so forth. Communicating deceptive information requires at least a standard action for simple deceptions, a full-round action for moderate deceptions, and 1 minute (10 rounds) or even more for difficult, incredible, or outrageous deceptions. You can rush and communicate your deception in less time (treating the deception as if it were one step easier, to a minimum of simple), but you take a -10 penalty on your Deception check. If your deceptive information is written, recorded, or otherwise preserved for later viewing, your original Deception check result is compared with the Will defense of all targets who later read or observe your deception.
In some cases, you convey both deceptive appearance and deceptive information. In this case, make a single Deception check and compare it to both the target's Perception check and Will defense.
Favorable and unfavorable circumstances weigh heavily on the outcome of a deception. Two circumstances can weigh against you: The deception is hard to believe, or the action that the deception requires the target to take goes against the target's self interest, nature, personality, or orders.
If it's important, the GM can distinguish between a deception that fails because the target doesn't believe it, and one that fails because it just asks too much of the target. For instance, if the deception demands something risky of the target, and your Deception check fails by 10 or less, then the target didn't so much see through the deception as prove reluctant to go along with it even if he believes it's true. If your Deception check fails by 11 or more, he has seen through the deception (and would have done so even if it had not placed any demand on him).
A successful Deception check indicates that the target reacts as you wish, at least for a short time, or the target believes something that you want him to believe. Once the deception has been exposed to sufficient truth, it will fold and the target will realize that he has been fooled.

Deception Check
Modifier
Description
Simple +5 A simple deception works in the target's favor or matches the target's expectations and it requires nothing you don't have on hand.
Moderate +0 A moderate deception is believable and doesn't affect the target much one way or the other, and you have most of the props you need. Moderate deceptions including convincing a suspicious guard that you're not a thief; disguising yourself as a member of another species or gender; and creating a false ID good enough to pass visual scrutiny.
Difficult -5 A difficult deception is a little hard to believe, puts the target at some kind of risk, or undergoes scrutiny. Examples include convincing a group of thugs that you're willing and able to beat them in a bar fight, forging airship passcodes, impersonating an officer well enough to give troops orders, and creating false official documents good enough to pass detailed scrutiny.
Incredible -10 An incredible deception is hard to believe, presents a sizable risk to the target, or requires passing the most intense scrutiny. Incredible deceptions include convincing a reputable airship dealer to buy a stolen empire shuttle, impersonating someone well enough to convince an old friend, and forging false gil.
Outrageous -20 An outrageous deception is almost too unlikely to consider, or requires material you just don't have. Outrageous deceptions include impersonating a royal guard with no weapon skill, claiming to be the Princess Royal in disguise so well that the palace guards believe you, and forging important documents with no proper tools or examples to work with.

Creating a Diversion to Hide: You can use a Deception to help you hide. A successful Deception check that equals or exceeds the target's Will defense gives you the momentary diversion you need to attempt a Stealth check while the target is aware of you.

Feint: Make a Deception check as a standard action to set the DC of your opponent's Initiative check. If you beat your opponent's roll, that target is treated as flat-footed against the first attack you make against him in the next round. You take a -5 penalty against non-humanoid creatures or against creatures with an Intelligence lower than 3.

Retry: Generally, a failed Deception check makes the target too suspicious for you to try another deception in the same circumstances. For feinting in combat, you may retry freely.

Special: You can take 10 when making a deception (except for feinting in combat), but you can't take 20.

Time: A deception takes at least a standard action, but can take much longer if you try something elaborate. Disguises that require major changes to your physical outline, or forged documents with many safeguards, can take hours or even days.

Gather Information

Use this skill to make contacts, learn local new stories and gossip, and acquire secrets.

Learn News & Rumors: Major news stories and popular local rumors can be unearthed with a DC 10 Gather Information check. Learning the detailed unclassified facts of a news story or determining the veracity of a rumor requires a DC 20 check and at least 50 gil in bribes.

Learn Secret Information: "Secret Information" includes anything unavailable to the general public. Examples include a classified police report, a hidden location, military blueprints, installation security procedures, and access codes. Learning a piece of secret information typically requires a DC 25 check and at least 5,000 gil in bribes; however, information that's especially difficult to obtain (such as the technical blueprints of the Empire's War machina) might require a DC 30 or higher skill check and cost 50,000 gil or more at the GM's discretion. If the check fails by 5 or more, someone notices that you're asking questions and comes to investigate, arrest, or silence you.

Location Individual: Make a Gather Information check to locate a specific individual — either someone you know by name or someone with the skill, item, or information you need. The DC of the check is 15 if the target is relatively easy to locate; if the target isn't well known or has taken strides to conceal his or her presence and/or activities, the DC is 25 and the information costs 500 gil in bribes.

Special: You can take 10 on a Gather Information check, but you can't take 20. A successful Persuasion check can reduce the monetary cost of a Gather Information check.
Some information is beyond the reach of a Gather Information skill check depending on your current location. If the people you're asking couldn't or wouldn't know what you're asking, there's simply no possibility of success.
Time: Each Gather Information check represents 1d6 hours of time spent talking to informants, scanning news broadcasts, or perusing likely sources of information.

Initiative

Armor Check Penalty
Use this skill to gain the advantage in combat.

Start Battle: An initiative check sets the order of combat when a fight starts. Each character aware of the fight makes an Initiative check and goes from highest to lowest.
When piloting a vehicle in combat, you must apply the vehicle's size modifier to your Initiative check.

Avoid Feint: When an opponent attempts to feint in combat, you oppose his Deception check with an Initiative check. If you meet or beat his check result, his feint attempt fails.

Special: You can take 10 on an Initiative check, but you can't take 20.

Knowledge

Knowledge is a skill that encompasses a number of different areas of study. You can expand the scope of your knowledge without taking wholly new skills by investing skill points in Knowledge to cover new areas—after all, few academics focus on one area to the exclusion of all others. For example, an expert on legends also likely has knowledge of politics and geography, as those areas play an important role in the context of history.
Below are the available fields of study. If you have this skill as a trained skill, you must choose an area of study. Each time you gain a level, you may choose to gain an additional field of study rather than raising your Knowledge skill rank. Resolving Knowledge checks in any of your chosen areas uses your Knowledge ranks and bonuses. Feats and other abilities that grant a benefit to Knowledge checks apply to all the fields that you have purchased.

  • Alchemy: Creating and identifying magical potions, items of daily use, and other potions ointments and salves.
  • Beast Lore: Understanding the way that beasts behave, training beasts, and thier place in the ecology, as well as how to hunt them.
  • Geography: The places and current events of the realms around you, as well as the type of terrain and what it contains.
  • Legends: A staple in all final fantasy games, legends is like history, and contains it. Ancient rumors, locations of fabulous treasures, returning evil demigods, and more.
  • Magitech: Function and principle of technomagic and magic devices and spells, as well as knowledge of cutting edge theories and advancements.
  • Politics: Business, governmental and legal procedures, legal systems and regulations, and organizational structures.
  • Tactics: Techniques and strategies for disposing and maneuvering forces in combat.

Common Knowledge: You can answer a basic question about a subject related to your field(s) of study with a DC 10 check. For example, a DC 10 Knowledge (magitech) check is enough to know the basic types of magicite used in constructing various types of magitechnology.

Expert Knowledge (trained only): You can make a Knowledge check as a swift action to answer a question within your field(s) of study that requires some level of expertise. The DC of the check ranged from 15 (for simple questions) to 26 (for tough questions). The GM may adjust the DC depending on the character's personal experience. For example, a DC 20 Knowledge (Geography) check might reveal specific information about the inhabitants of the nation of Datkalm, but the DC may be lower if the character making the check has actually been there.

Extended Skill Checks: Extended Knowledge checks come into play when you must research an obscure or strange subject. You might gain access to a library of the ancients, or you may need to visit several sages and uncover a few rare tomes to determine the demon Malbagaren’s weakness. In this case, multiple Knowledge checks reflect the steady progress you make toward an answer. Usually, an extended skill check represents knowledge that you could not possibly possess or that exists in only a few rare places. You normally need access to a library or similar resources to complete an extended Knowledge check.
Your DM might also structure your extended Knowledge check in such a way that, as you gain more successes, you learn about where you must go next to uncover information rather than the answer you seek. For instance, your research in a city’s library (the equivalent of four successes) tells you that you must journey to a distant ruin and translate hieroglyphics found there. After reading that ancient script and racking up four more successes, you realize that the archmage Bondopherous holds the ancient tome you seek. You may have to fight him for it or steal it from his collection. In either case, you must make your final two successes while the book is in your hand. A Knowledge check made as part of an extended skill check requires four hours of work. You can make one per day. How many successes you need depends on what sort of knowledge you’re seeking:

Type of Knowledge Successes Needed
Strange, obscure, rare 5
Limited in scope, known only to a small group 10
Found only in one place, recorded only once 15

Challenges: You can use the following skill-specific challenge to uncover useful information about a particular creature.
Uncover Weakness: When using Knowledge to recall information about a creature, you can choose to accept a +5 DC modifier. In return, a successful check grants you knowledge that provides you with a +1 bonus to attacks against that creature until the end of the encounter. You can take this skill challenge up to five times on a single check. If you fail your check, you cannot retry during this encounter.

Retry: No, you can't reroll a failed Knowledge check. The roll represents what you know, and thinking about a topic a second time doesn't let you know something you never learned in the first place. Go to a library or ask someone else.

Special: You can take 10 when making a Knowledge check, but you can't take 20.
Synergy: If you have access to the Alchemy area of study, you get a +2 bonus on Spellcraft checks. If you have access to the Magitech area of study, you get a +2 bonus on Technology checks.

Perception

Use this skill to perceive threats as well as your surroundings.
The distance between you and whatever you're trying to perceive affects your perception check, as do solid barriers and concealment.

Avoid Surprise: A Perception check made at the start of a battle determines whether or not you are surprised. A perception check made to avoid surprise is a reaction.

Eavesdrop: A DC 10 Perception check allows you to eavesdrop on a conversation. You must be able to understand the language being spoken. The DC increases to 15 in relatively noisy areas (such as a tavern), or 25 in particularly loud areas (such as a machina factory). Eavesdropping on a conversation is a standard action.

Hear Distant or Ambient Noises: A DC 10 Perception check allows you to detect and identify distant or ambient noises. Actively listening for distant or ambient noises is a standard action.

Notice Targets: A Perception check lets you hear or spot other targets or detect someone or something sneaking up on you from behind. If the target is actively attempting to remain undetected, your Perception check is opposed by the target's Stealth check. If the target is not making any special effort to avoid detection, the Perception check DC is determined by the target's size: Colossal, DC -15; Gargantuan, DC -10; Huge, DC -5; Large, DC 0; Medium, DC 5; Small, DC 10; Tiny, DC 15; Diminutive, DC 20; Fine, DC 25.
For every 10 squares of distance between you and the target, you take a -5 penalty on your Perception check. You also take a -5 penalty if the target has concealment or cover, or a -10 penalty if it has total concealment or cover.
Detecting a target that enters your line of sight is a reaction. Actively looking or listening for hidden enemies (including those to whom you do not have a line of sight) is a standard action.
You can also notice if a character has concealed weapon(s) or object(s) about their person. Make a Perception check opposed by the target's Stealth check result. If you win the opposed check, you notice the concealed object. If you win the opposed check by 5 or more, you can tell what kind of object is concealed.

Search: You can carefully examine a 1-square area or a 1-cubic-meter volume of goods as a full-round action. A DC 15 Perception check allows you to find clues, hidden compartments, secret doors, traps, irregularities, and other details not readily apparent within that area. The GM may increase the DC for especially obscure well-hidden features.
You can also search a character for concealed weapons or objects. Make a Perception check opposed by the target's Stealth check result. if you win the opposed check, you find the concealed object. You receive a +10 circumstance bonus on your Perception check if you physically touch the target to search for concealed items; this requires a full-round action and can only be used on a willing, pinned, or helpless target.

Sense Deception: you can use Perception to see through deceptive appearances made using the Deception skill. If your Perception check meets or exceeds the result of the Deception check, you realize that you're being deceived. Your Perception check to sense the Deception is a reaction.

Sense Influence: Make a Perception check to determine whether someone is under the influence of a mind-affecting power (assuming the affect isn't obvious). This requires a full-round action and a successful DC 20 check.

Retry: You can make a Perception check every time you have the opportunity to notice something as a reaction. As a swift action, you may attempt to see or hear something that you failed (or believe you failed) to notice previously.
Special: You can take 10 or take 20 when making a Perception check. Taking 20 means you spend 2 minutes attempting ot notice something that may or may not be there.

Perform

Like Knowledge, Perform actually covers a number of separate areas. You can invest level bonuses into expanding this skill to cover as many of them as you like. Each of the nine areas of the Perform skill includes a variety of methods, instruments, or techniques, a small list of which is provided for each category below.

  • Acting: (comedy, drama, mime)
  • Comedy: (buffoonery, limericks, joke-telling)
  • Dance: (ballet, waltz, jig)
  • Keyboard instruments: (harpsichord, piano, pipe organ)
  • Oratory: (epic, ode, storytelling)
  • Percussion instruments: (bells, chimes, drums, gong)
  • String instruments: (fiddle, harp, lute, mandolin)
  • Wind instruments: (flute, pan pipes, recorder, trumpet)
  • Singing: (ballad, chant, melody)

When you purchase ranks in Perform, you gain one of the above areas. Each time you gain a level, you may choose to gain an additional area of performance rather than raising your Perform skill rank. Resolving Perform checks in any of your chosen areas uses your Perform ranks and bonuses. Feats and other abilities that grant a benefit to Perform checks apply to all the fields that you have purchased. Purchasing a Perform area allows you to play or perform all the methods and instruments listed under it, along with any other instruments that the DM feels would logically fit into a category.

Perform Entertainment: You can attempt to earn money or simply practice your trade in front of an audience. Use the table below to check the results of your Perform check.

Perform DC Perform Task
10 Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 2d10 gil/day.
15 Enjoyable performance. In a prosperous city, you can earn 3d10 gil/day.
20 Great performance. In a prosperous city, you can earn 4d10 gil/day. In time, you may be invited to join a professional troupe and may develop a regional reputation.
25 Memorable performance. In a prosperous city, you can earn 5d10 gil/day. In time, you may come to the attention of noble patrons and develop a national reputation.
30 Extraordinary performance. In a prosperous city, you can earn 6d10 gil/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings. Whether this is a good or bad thing is up to your DM to decide.

Countersong (trained only): You can use your musical abilities to disrupt magical attacks or abilities that rely on song. You must have a Perform area that involves music and, if necessary, an instrument. Any creature within 30 feet of you (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of their Will defense if, the Perform check is better than their Will defense. Creatures within range of the countersong who are already under the effect of a non-instantaneous sonic or language-dependent magical may break the effect over them if your Perform check is sufficient to best the DC of the effect they are under. You may start a countersong as a standard action and keep it up for a number of rounds equal to your ranks in Perform.

Distract (trained only): Your performance can distract creatures, drawing their attention away from your allies as they sneak past, ready weapons for an ambush, or take other actions. In a non-combat situation, you may make a Perform check opposed by your target’s Will defense. If any of the creatures you target are immune to this effect, they all are. If your performance beats the Will defense of the audience, its members suffer –5 penalties to all Listen and Spot checks while you continue to entertain them.

Inspire Courage (trained only): You can play a song or conduct a performance that inspires you and your allies to fight with greater determination and focus. To be affected, an ally must be able to hear you sing. The effect lasts for as long as your allies hear you and for 5 rounds thereafter. An affected ally receives a morale bonus to attacks, Will defense, and damage based on your Perform check result.

Perform DC Morale Bonus to Attacks, Will defense, and Damage
20 +1
30 +2
40 +3

* You can attempt to use Perform in this manner once per encounter.

Inspire Doom (trained only): Just as you can use your performance to inspire courage, so too can you use it to cast a shadow across your foe’s heart. Once per encounter, you may make a Perform check as a standard action to begin singing a song of doom. Compare your Perform check result with the Will defense of all enemies within 30 feet of you. Those who are affected suffer a penalty to attacks and Will defense based on your check result. Your result must be at least 20 for your performance to have an effect. This penalty lasts for 10 rounds.

Perform DC Penalty to Attacks & Will defense
20 –1
30 –2
40 –3

Taunt (trained only): If you select the area of comedy performance, you may use Perform to disrupt an opponent’s focus and concentration. As a full-round action, pick a single foe who can see and hear you and who shares a language with you. Then make a Perform check opposed by your target’s Will save. If your check succeeds, your enemy suffers a –2 penalty to all attacks but gains a +1 bonus to melee damage. Your opponent moves to attack you if he can do so without provoking attacks of opportunity. Your allies can forgo these attacks in such a manner as to signal the target that they will let him pass. This effect lasts for a number of rounds equal to 1 + your Charisma bonus.

Retry: Retries are allowed, but they don’t negate previous failures. An audience that has been unimpressed in the past is likely to be prejudiced against future performances. (Increase the check’s Difficulty Class by 2 points for each previous failure.)
Special: I addition to using the Perform skill, you can entertain people and earn money as a performer by using your Acrobatics, Athletics, and similar skills.
Trying to make money in this manner takes several hours, often as long as a whole day.
You can take 10 on a Perform check, but you cannot normally take 20 unless your audience is willing to sit through some awful performances as you warm up.

Risky Performance: In return for a –5 penalty on your check, you increase by 1 the bonus or penalty provided by the inspire courage and inspire doom uses of Perform. You try a risky or subtle piece that may fire your allies’ hearts or cloud your foes’ hopes — but there is a chance that you may miss the mark. Your total result must still be at least 20 after accounting for the penalty. You can accept this challenge up to twice on a single check.

Persuasion

You can influence others with your tact, subtlety, and social grace, or you can threaten them into being more cooperative.

Change Attitude:
As a full-round action, you can make a Persuasion check to adjust the attitude of a creature with an Intelligence of 2 or higher using words, body language, or a combination of the two. The target must be able to see you. Apply a modifier to the check based on the target's current attitude towards you: hostile -10, unfriendly -5, indifferent -2, friendly +0. If the check equals or exceeds the target's Will defense, the target's attitude shifts one step in your favor. If the target creature cannot understand your speech, apply a -5 penalty on your Persuasion check. You may attempt to change the attitude of a given creature only once per encounter.

Attitude The Creature…
Hostile Takes risks to harm you, usually attacking on sight.
Unfriendly Wishes you ill but won't go out of its way to harm you.
Indifferent Regards you as neither a threat nor an ally and probably doesn't attack you.
Friendly Wishes you well but won't take life-threatening risks on your behalf.
Helpful Will take risks to help you.

Haggle:Whenever you use the Gather Information skill, you can make a persuasion check as a swift action to reduce by half the amount you must pay to acquire the information you desire. Conversely, you can use this skill as a full-round action to increase or reduce the sell price of a desired item by 50%. The DC depends on the attitude of the individual (or individuals) with whom you're dealing: unfriendly DC 30, indifferent DC 25, friendly DC 20, helpful DC 15. You can't haggle with creatures that are hostile toward you or creatures that have an Intelligence of 2 or lower. No matter how adept you are at haggling, a creature won't pay more for an item that can easily be obtained elsewhere for the standard listed price.

Intimidate: As a full-round action, you can make a Persuasion check to force a single creature with an Intelligence of 1 or higher to back down from a confrontation, surrender one of it's possessions, reveal a piece of secret information, or flee from you for a short time. The creature must be able to see you. Your check result must equal or exceed the target's Will defense for the intimidation attempt to succeed. Apply a modifier to the check based on the threat the target perceives from you.

Situation Modifier
The target is helpless or completely at your mercy. +5
The target is clearly outnumbered or disadvantaged. +0
The target is evenly matched with you. -5
You are clearly outnumbered or disadvantaged. -10
You are helpless or completely at the target's mercy. -15

You can't force the target to obey your every command or do something that endangers its life or the lives of it's allies. A creature you successfully intimidate becomes one step more hostile toward you as soon as you are no longer an imminent threat.

Retry: If you fail a Persuasion check, you cannot make any further Persuasion checks against the targeted creature for 24 hours.
Special: You can take 10 on a Persuasion check, but you can't take 20.

Pilot

Use this skill to operate a vehicle. Basic operation of a vehicle does not require a skill check or special training, but performing evasive maneuvers and difficult stunts does.
Whenever you make a Pilot check, you must apply the vehicle's size modifier to your check.

Avoid Collision: You can make a DC 15 Pilot check as a reaction to reduce or negate the damage from a collision.

Dogfight: When operating a flying vehicle, you can make a Pilot check as a standard action to engage in a dogfight.

Engage the Enemy (trained only): When piloting a vehicle in combat, you can choose to make a Pilot check instead of an initiative check to determine your place in the Initiative order.

Increase Vehicle Speed (trained only): You may make a DC 20 Pilot check as a swift action to make your vehicle perform beyond it's normal limits. (you cannot take 10 on this check) If the check fails, your vehicle's speed does not increase, and your vehicle moves -1 step on the condition track. If you succeed, your vehicle's speed increases by 1 square until the start of your next turn. For ever 5 points by which you exceed the DC, your vehicle's speed increases by an additional 1 square.

Ram: You can make a Pilot check as part of a full-round action to collide intentionally with a target.

Special: You can take 10 when making a Pilot check except when attempting to increase a vehicle's speed. You can't take 20 on a Pilot check.

Ride

Armor Check Penalty
Use this skill to ride any kind of mount, such as a chocobo, griffin, or perhaps most exotically, a horse.

Ride Mount: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount without a problem. Mounting or dismounting an animal is a move action. Some tasks, such as those undertaken in combat or other extreme conditions, require checks. In addition, attempting trick riding or convincing the animal to do something unusual also requires a check.

Riding Task DC
Guide with knees 10
Stay with the saddle 10
Cover 15
Soft fall 15
Leap 15
Control mount in battle 20
Fast mount or dismount 20*

* Armor check penalty applies.

Control Mount in Battle: As a move action, you can attempt to control a mount while in combat. If you fail, you can do nothing else that round. You do not need to roll for riding animals specifically trained for battle.

Fast Mount or Dismount: You can mount or dismount as a swift action. If you fail the check, mounting or dismounting is a move action. (You can't attempt a fast mount or dismount unless you can perform the mount or dismount as a move action this round, should the check fail.)

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

Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride skill modifier or the mount's Jump skill modifier, whichever is lower, to see how far the mount can jump. A DC 15 Ride check is required to stay on the mount when it leaps.

Soft Fall: You react instantly when you fall off a mount, such as when it is killed or when it falls, to try to avoid taking damage. If you fail, you take 1d6 points of falling damage.

Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage.

Use Mount as Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You can't attack while using your mount as cover. If you fail, you don't get the cover benefit.

Special: You can take 10 when making a Ride check, but you can't take 20.
Time: Ride is a move action, except when otherwise noted for the special tasks listed above.

Spellcraft

Armor Check Penalty
Spellcraft measures your knowledge of practical arcane lore, your ability to put magical theory into practice, and your talent for spotting and identifying magical effects as well as spellcasters. You can spot magical auras, identify what they should do, and sense the workings of magic as it affects the world around you.

Sense Magic: You can sense magical energy (such as a spell being cast), pinpoint magical items, identify spell casters, and crystallized magical energy (Magicite) by making a DC 15 Spellcraft check. It is not necessary to see or hear the character who is casting a spell, this check represents the ability to feel magical energies building.
For every 2 squares of distance between you and the spell, spell effect, or spellcaster you take a -1 penalty on your Spellcraft check. You also take a -5 penalty if the target has concealment or cover, or a -10 penalty if it has total concealment or total cover. (such as intervening walls)
If you are trying to sense a spell that is already in place, or has been cast at some point in the past(such as enchantments, potions or magical items), then you may make an opposed Spellcraft check vs the original caster's Spellcraft check. If you beat their total, then you may identify the spell or effect in place.
Sensing Magic is a swift action.

Cast Spells (trained only): You can cast spells that you have learned with Red, White, Black, and Time magic training feats. You must meet the DC to cast the spells, listed in the spell descriptions.

Announce Power (trained only): You fill your aura with magical power, causing it to flare dramatically into a brilliant display. Anyone who can sense magical energies will know exactly what your Spellcraft bonus is. This is sometimes accompanied by small bits of ground or dust rising up in a slow spiraling motion around you.

Hide Talent (trained only): If you wish to hide your magical ability from others, you may attempt to mute down your natural magical aura for an encounter. Anyone wishing to scan you must make an opposed roll vs your Spellcraft check.

Extended Skill Checks: Your DM may require an extended skill check to handle especially complicated or difficult situations. In this case, you must make a number of successes to complete a task. If your tally of failures equals or exceeds your number of successes, your extended check fails.
Special: You can take 10 on a Spellcraft check. You can take 20 if there is no danger or penalty for failure.
Synergy: If you have access to the Alchemy area of study, you get a +2 bonus on Knowledge checks.

Stealth

Armor Check Penalty
Use this skill to slink past a sentry without being heard, catch your enemy off-guard, snipe from a concealed location, or perform slight of hand.

Sneak: Your Stealth check sets the DC for Perception checks made to notice you. If an opponent's Perception check equals or exceeds your stealth check, your opponent notices you.
Any circumstance that hampers your ability to sneak imposes a -2 penalty on your check, while favorable circumstances grant a +2 bonus. For example, sneaking across a surface littered with debris imposes a -2 penalty on your Stealth check, while a room filled with abundant hiding places grants a +2 bonus to your check.
If you move more than your speed in any given round, you take a -5 penalty on your Stealth check. If you move more than twice your speed in any given round, you take a -10 penalty on your Stealth check.
Your size provides a modifier to your Stealth checks: Fine, +20; Diminutive, +15; Tiny, +10; Small, +5; Medium, +0; Large, -5; Huge, -10; Gargantuan, -15; Colossal, -20.

Conceal Item: As a standard action, you can attempt to conceal an item (such as a weapon) on your person. The concealed object must be at least one size smaller than you, and you get a modifier on your skill check based on the object's relative size: One size smaller, -5; two sizes smaller, +0; three sizes smaller, +5; four or more sizes smaller, +10.
Other character's may notice a concealed object with a successful Perception check (opposed by your Stealth check result), but only if you do not have total concealment. A character gains a +10 circumstance bonus on his Perception check if he physically touches you to search for concealed items; this requires a full-round action that can only be performed if you're a willing, pinned, or helpless target.
Drawing a concealed item is a standard action.

Create a Diversion to Hide: You can use your Deception skill to help you be stealthy. A successful Deception check gives you the momentary diversion you need to attempt a Stealth check even though people are aware of you. While the others turn their attention from you, you can make a Stealth check (as normal, and at no penalty) if you can reach a hiding place of some kind as a move action.

Pick Pocket: With a successful Stealth check, you can pilfer a small, hand-sized object from a target within reach. Your Stealth check is opposed by the target's Perception check, and the target gains a +5 bonus. If you fail by 4 or less, you are unable to take the item, but the target does not notice the effort. If you fail by 5 or more, you are unable to take the item and the target catches you in the act.

Slight of Hand: You can palm hand-sized objects, perform minor feats of legerdemain, or attempt to perform a minor action without being noticed (such as flipping a switch, drinking a potion, or drawing a weapon under cover of a table.) All such efforts are opposed by an observer's Perception check. Any observer that beats your Stealth check notices the action you attempted, and knows how you did it.

Snipe: After making a ranged attack from hiding, you can try to hide again. You must be at least 2 squares from the target, and you must already have successfully used Stealth to hide from the target. Make a new Stealth check (as normal, but with a -10 penalty) as a move action. If you succeed, you remain hidden; otherwise, your location is revealed.

Special: You can take 10 when making a Stealth check, but you can't take 20.

Survival

Use this skill to hunt and forage, guide a party safely through the wilderness, identify signs that animals are nearby, or avoid quicksand and other natural hazards.

Basic Survival: Once per day, you can make a DC 15 Survival check to avoid natural hazards and keep yourself safe and fed in the wild for the next 24 hours. You can provide food and water for one additional person for every 2 points by which your check result exceeds 10.

Endure Extreme Temperatures (requires equipment): Once per day, you can make a DC 20 Survival check to ignore the effects of extreme cold or extreme heat for the next 24 hours.

Know Direction: As a full-round action, you can ascertain which direction is north by succeeding on a DC 10 Survival check.

Track (trained only): To find tracks or follow them requires a full-round action and a successful Survival check. The DC of the check depends on the surface and the prvailing circumstances, as given below. You must make another Survival check every tme the tracks become difficult to follow, such as when other tracks cross them or when the terrain or prevailing circumstances change.
You move at half normal speed while tracking. You can choose to move your normal speed instead, but you take a -5 penalty on Survival checks made to follow tracks.

Surface DC
Soft ground 10
Firm ground 20
Hard ground 30

Soft Ground: Any surface (fresh snow, thick ash, wet mud) that holds clear impressions of footprints.
Firm Ground: Any outdoor surface (lawns, fields, woods) or exceptionally soft or dirty indoor surface (dusty floors, thick carpets) that can capture footprints or signs of a creature's passage.
Hard Ground: Any surface that doesn't hold footprints at all (bare rock, concrete, metal).

Circumstance DC Modifier
Every 3 creatures in the group being tracked -1
Every day since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +5
Poor visibility +5
Tracked target hides trail (and moves at half speed) +5
Largest creature being tracked
Huge or bigger -10
Large -5
Medium +0
Small +5
Tiny or smaller +10

Special: You can take 10 when making a Survival check. You can take 20 if there is no danger or penalty for failure, but it takes twenty times as long as normal to do so.

Technology

You can bypass locks and traps, set and disarm explosives, fix malfunctioning devices (both magitech and non-magitech), and build, modify, and repair devices.

Living Wage (trained only): You can create, build, and repair devices and make a decent living, earning gil equal to about your check result per week of dedicated work. You know how to use the tools of your trade, perform the craft’s daily tasks, supervise untrained helpers, and handle common problems.

Build Device (trained only, requires workshop):When you wish to make something, the following rules apply. The skill check’s DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item together determine how long it takes to make a particular item. The item’s finished price also dictates the cost of raw materials.
Using proper tools in your Technology attempt gives you the best chance of success. If you use improvised tools, make your check with a –2 circumstance penalty. On the other hand, masterwork tools provide a +2 circumstance bonus on the skill check.
To determine how much time and money it takes to make an item, follow these steps.

  1. Find the item’s price.
  2. Select the appropriate DC from the table below.
  3. Pay one-third of the item’s price for the cost of raw materials.
  4. Make an appropriate Technology check representing one week’s work. If the check succeeds, then you have completed the item. If the check fails, then you've only made partial progress this week. Repeat step 4.
    If you fail a check by 4 points or less, you make no progress this week. If you fail by 5 points or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Progress by the Day: You can make checks by the day instead of by the week. In this case you take a -5 penalty to your skill check.

Item Type DC
Simple item with no moving parts or complex pieces 10
Item with moving parts or joints 15
Intricate item with complex workings 20
Elegant or rare item 25
A masterpiece or one-of-a-kind item 30

Fast Worker: You may voluntarily add +5 to the indicated Difficulty Class to craft an item. Each time you do this, each check occurs in half the time.
You must decide whether to increase the DC before you make each weekly or daily check. Use this method when making a Technology check to determine the cash value of your check’s efforts.
Masterwork Items: Technology also allows you to make a masterwork item: an item that conveys a bonus to its user through its exceptional craftsmanship, not through being magical.
Masterwork items are double the price of of the ordinary item of the same type. Use the doubled price when figuring time and DC.
Magitech Items: You may not create magitech items unless you also have the Craft Magitech feat. you may still repair and modify them as normal.

Modify Device (trained only, requires workshop): You can modify a device, suit of armor, weapon, or vehicle so that it gains a special trait. Specific traits are given on the Tech Specialist Modifications table below. You may perform only one modification at a time. You may grant more than one benefit to a single device, suit of armor, weapon, or vehicle, but you may not apply the same benefit more than once. You can however, design and build such an item or vehicle using the Build Device rules above.

Before beginning the modification, you must pay one-tenth the cost of the device, suit of armor, weapon, or vehicle you wish to modify or 1,000 gil, whichever is more. Completing the modification requires 1 day per 1,000 gil of the modification's cost. At the end of this time, make a DC 20 Technology check; you can't take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all gil spent making the modification, and the object doesn't gain the desired trait. However, you may start over from scratch if you wish.

Other characters trained in the Technology skill can assist you, reducing proportionately the time needed to complete the modification. At the end of modification process, they can make a Technology check to aid your check. The market value of a modified item is equal to the base cost of the item plus double the cost of the modifications made to it (not including gil wasted on failed modification attempts).

Armor Trait Benefit
Agile Armor Increases the armor's maximum Dexterity bonus 1.
Fortifying Armor Increases the armor's equipment bonus to Fortitude Defense by 1.
Protective Armor Increases the armor's armor bonus to Reflex Defense by 1.
Device Trait Benefit
Enhanced Strength Increases the device's Strength score by 2.
Improved Durability The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Mastercraft Device Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by 1.
Vehicle Trait Benefit
Enhanced Dexterity Increases the vehicle's Dexterity score by 2.
Improved Speed Increases the vehicle's speed by one-quarter of its base speed (minimum 1 square).
Improved Shields Increases the vehicle's shield rating by 5.
Weapon Trait Benefit
Improved Accuracy The weapon gains a +1 equipment bonus on attack rolls.
Improved Damage The weapon deals +2 points of damage with a successful hit. If the weapon has a damage multiplier (for example, 6d10 x 2), apply the extra damage before applying the multiplier.
Selective Fire An autofire-only ranged weapon can be set to fire single shots, or a single-shot ranged weapon can be made to have an autofire mode.

Disable Device (requires security kit): You can use this skill to disarm a security device, defeat a lock or trap, or rig a device to fail when it is used. The effort takes a full-round action, and the DC depends on the intricacy or complexity of the item being disabled or sabotaged, as shown on the table below.

Device DC* Examples
Simple 15 Sabotage a mechanical device, jam a gun, bypass a basic mechanical lock.
Tricky 20 Sabotage a magitech device, bypass a magitech lock.
Complex 25 Disarm a magitech security system, bypass a complex mechanical or magitech lock.

* If you attempt to leave behind no trace of the tampering, increase the DC by 5.

Handle Explosives: 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.
Setting a detonator, placing an explosive device, or disarming an explosive device is a full-round action.
Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a DC 10 check. 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.
You can make an explosive difficult to disarm. To do so, you choose the disarm DC before making your check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC -5. For example, you might decide to make the disarm DC 20. The DC to set the detonator and arm the explosive becomes 15 (instead of the normal 10).
Place Explosive Device: Carefully placing an explosive against a fixed structure or vehicle (a stationary unattended inanimate object) increases the damage dealt by exploiting weaknesses in its construction. The GM makes the check (so that you don't know exactly how well you've done). On a result of 15 or higher, you ignore the damage reduction of any object to which the explosives are attached. On a result of 25 or higher, the explosives deals double damage to the structure or vehicle against which it's placed. On a result of 35 or higher, it deals triple damage. In all cases, it deals normal damage to all other targets within its burst radius.
Disarm Explosive Device (requires a security kit): Disarming an explosive that has been set to go off requires a check. The DC is usually 15, unless the one who set the detonator chose a higher disarm DC. If you fail the check, you do not disarm the explosive. If you fail it by 5 or more, the explosive detonates while you are adjacent to it.

Fast Repairs (trained only): Whenever you work on an object or vehicle, the vehicle gains a number of temporary hit points equal to the result of your Technology check. Damage is subtracted from these temporary hit points first, and temporary hit points go away at the conclusion of the encounter. These temporary hitpoints stack with those provided by the Jury-Rig action.

Jury-Rig: You can make temporary repairs to any disabled mechanical or magitech device, from a simple tool to a complex airship component. Jury-rigging is a full-round action and requires a successful DC 25 Technology check. If you use a tool kit, you gain a +5 equipment bonus on the check. A jury-rigged device or vehicle gains +2 steps on the condition track and 1d8 hit points. At the end of the scene or encounter, the jury-rigged device moves -5 steps along the track and becomes disabled again. These hit points stack with those provided by the Fast Repairs action.

Quick Fix (trained only): Once per encounter, you may jury-rig an object vehicle that is not disabled. All normal benefits and penalties for jury-rigging still apply.

Personalized Modifications: (trained only) As a standard action, you may tweak the settings, grips, and moving parts of a weapon you wield, tailoring it to your needs. For the remainder of the encounter, you gain a +1 equipment bonus on attack rolls and a +2 equipment bonus on damage rolls with that weapon. You can use this talent only on powered weapons (those that require a magicite to operate), including weapons connected to a larger power source, such as vehicle and airship weapons.
These modifications stack with any modifications you have made using Modify Device above.

Recharge shields: When acting as the shield operator on a vehicle or operating a device with a shield rating, you can spend three swift actions on the same turn or on consecutive turns to make a DC 20 Technology check to recharge the vehicle's shields. If successful, you restore 5 points to its shield rating, up to its normal maximum.

Regulate Power: When acting as the engineer on a vehicle or operating a device, you can spend three swift actions to make a DC 20 Technology check to regulate its power. If you are successful, the vehicle moves +1 step on the condition track.

Repair (requires tool kit): You can spend 1 hour and make a DC 20 Technology check to repair a damaged or disabled object, restoring 1d8 hitpoints and removing any persistent conditions currently affecting the device or vehicle. If you are on board a damaged vehicle while you attempt to repair it, apply any penalties from the vehicle's position on the condition track to your Technology check. (Major vehicle repairs are best attempted in a garage, hangar, dry dock, or other specialized facility.)

Retry: Yes, however some Technology checks may have negative consequences that prevent a further retry. When you are crafting an item, each time you miss the DC by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Special: You can take 10 or take 20 on a Technology check. When making a Technology check to accomplish a jury-rig repair, you can't take 20. Characters who are untrained in the Technology skill can still use aid another action to assist on Technology checks.
Synergy: If you have access to the Magitech area of study, you get a +2 bonus on Knowledge checks.

Treat Injury

Use this skill to keep a badly wounded person from dying, to heal the injured, or to treat a diseased or poisoned character.

First Aid: As a full-round action, you can administer first aid to an unconscious or wounded creature. If you succeed on a DC 15 Treat Injury check, the creature regains a number of hit points equal to its character level, +1 for every point by which your check result exceeds the DC. Using a medical kit grants a +2 equipment bonus on your skill check. If the skill check succeeds, the tended creature cannot benefit form additional first aid for 24 hours.
You can administer first aid on yourself, but you take a -5 penalty on your Treat Injury check.

Long-Term Care: If you tend to a creature for 8 consecutive hours, that creature regains hit points equal to its character level in addition to those recovered from natural healing. A creature can only benefit from long-term care once in a 24-hour period. You can tend one creature at a time if untrained, or up to six simultaneously if trained. You can't give long-term care to yourself.

Perform Surgery (trained only; requires surgery kit): You can make a DC 20 Treat Injury check to perform surgery on a wounded creature, removing a persistent condition and/or healing an amount of damage equal to the creature's Constitution bonus (minimum 1) x the creature's level. If you fail the check, the creature instead takes damage equal to its damage threshold. If the creature was already at 0 hit points, it dies unless it can spend a Mist point to save itself. You can perform surgery on yourself to heal damage, but you take a -5 penalty on your skill check. Performing surgery to heal damage also removes any persistent conditions afflicting the target.

Revivify (trained only, requires medical kit): As a full-round action, you can revive a creature that has just died. You must reach the dead creature within 5 rounds of it's death to revive it, and you must succeed on a DC 25 Treat Injury check. Using a full medical kit grants a +2 equipment bonus on the skill check. If the check succeeds, the creature is unconscious instead of dead. If the check fails, you are unable to revive the creature.

Treat Disease (trained only; requires medical kit): Treating a diseased character requires 8 hours. At the end of that time, make a Treat Injury check against the disease's DC. If the check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the disease). You can treat up to six creatures at one time.

Treat Poison (trained only, requires medical kit): As a full-round action, you can treat a poisoned character. Make a Treat Injury check; if the result equals or exceeds the poison's DC, you successfully detoxify the poison in the character's system and the patient no longer suffers any ill effects (including persistent conditions caused by the poison).

Special: you can take 10 when making a Treat Injury check, but you can't take 20.

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