Skill System

Skill Ranks by Intelligence
You gain a number of skill ranks equal to your Intelligence modifier per level, you may place these ranks into any skill.

Skill Ranks by Class
You may place ranks given by your class into any skill.

Class Ranks Class Ranks Class Ranks
Alchemist 2/lvl Gunslinger 2/lvl Shaman 2/lvl
Antipaladin 1/lvl Hunter 3/lvl Skald 2/lvl
Arcanist 1/lvl Inquisitor 3/lvl Slayer 3/lvl
Barbarian 2/lvl Investigator 3/lvl Sorcerer 1/lvl
Bard 3/lvl Magus 1/lvl Summoner 1/lvl
Bloodrager 2/lvl Monk 2/lvl Swashbuckler 2/lvl
Brawler 2/lvl Ninja 4/lvl Warlock 2/lvl
Cavalier 2/lvl Oracle 2/lvl Witch 1/lvl
Cleric 1/lvl Paladin 1/lvl Wizard 1/lvl
Druid 2/lvl Ranger 3/lvl Rogue 4/lvl
Fighter 1/lvl Warpriest 1/lvl

Skill Ranks by Profession
You may only place the ranks given by your profession into one of its listed skills.

Profession Ranks Profession Ranks Profession Ranks
Adventurer 3/lvl Entertainer 3/lvl Official 4/lvl
Architect 2/lvl Farmer 2/lvl Prostitute 2/lvl
Armorer 2/lvl Fisherman 2/lvl Sailor 4/lvl
Artisan 2/lvl Gladiator 4/lvl Scholar 6/lvl
Artist 2/lvl Healer 3/lvl Soldier 4/lvl
Clergy(wo)man 4/lvl Herbalist 2/lvl Thief 5/lvl
Court Mage 5/lvl Hunter 4/lvl Unemployed 1/lvl
Craftsman 2/lvl Leatherworker 2/lvl Weaponsmith 2/lvl
Engineer 2/lvl Merchant 3/lvl

Skills by Profession

  • Adventurer: An adventurer gains the following skills as class skills.
    Acrobatics, Climb, Escape Artist, Handle Animal, Heal, Knowledge (Dungeoneering, Geography, Local), Perception, Profession (Soldier), Ride, Stealth, Survival, and Swim.
  • Architect: An architect gains the following skills as class skills.
    Appraise, Craft (Carpenty, Ships), Knowledge (Engineering), and Profession (Architect, Engineer).
  • Armorer: An armorer gains the following skills as class skills.
    Appraise, Craft (Armor), and Profession (Merchant).
  • Artisan: An artisan gains the following skills as class skills.
    Appraise, Craft (Baskets, Books, Cloth, Clothing, Glass, Jewelry, Leather, Locks, Pottery, Sculptures, Shoes, Stonemasonry), and Profession (Merchant, Tanner).
  • Artist: An artist gains the following skills as class skills.
    Appraise, Craft (Calligraphy, Paintings, Sculptures), Perform, and Profession (Merchant).
  • Clergy(wo)man: A clergy(wo)man gains the following skills as class skills.
    Appraise, Bluff, Craft (Alchemy, Books, Calligraphy), Diplomacy, Heal, Knowledge (Arcana, Geography, History, Local, Nobility, Planes, Religion), Linguistics, Perform (Oratory, Sing), and Profession (Barrister, Herbalist, Librarian, Scribe).
  • Court Mage: A court mage gains the following skills as class skills.
    Appraise, Craft (Alchemy), Fly, Knowledge (Arcana, Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility, Planes, Religion), Linguistics, Profession (Herbalist, Librarian, Scribe), Spellcraft, and Use Magic Device.
  • Craftsman: A craftsman gains the following skills as class skills.
    Appraise, Craft (Baskets, Blacksmith, Books, Cloth, Clothing, Glass, Jewelry, Leather, Locks, Pottery, Shoes, Stonemasonry), and Profession (Baker, Brewer, Butcher, Clerk, Cook, Driver, Innkeeper, Librarian, Merchant, Midwife, Miller, Miner, Porter, Shepherd, Stable Master, Tanner, Woodcutter).
  • Engineer: An engineer gains the following skills as class skills.
    Appraise, Disable Device, Knowledge (Engineering), and Profession (Engineer, Soldier).
  • Entertainer: An entertainer gains the following skills as class skills.
    Bluff, Diplomacy, Disguise, Escape Artist, Perform, and Sleight of Hand.
  • Farmer: A farmer gains the following skills as class skills.
    Handle Animal, Knowledge (Local), and Profession (Farmer, Gardener, Herbalist, Miller, Shepherd).
  • Fisherman: A fisherman gains the following skills as class skills.
    Knowledge (Local), Profession (fisherman, Sailor), and Swim.
  • Gladiator: A gladiator gains the following skills as class skills.
    Acrobatics, Bluff, Climb, Escape Artist, Intimidate, Perform (Act, Oratory), Profession (Soldier), Ride, and Sense Motive.
  • Official: An official gains the following skills as class skills.
    Bluff, Craft (Calligraphy), Diplomacy, Disguise, Knowledge (History, Local, Nobility, Religion), Linguistics, Perform (Oratory), Profession (Barrister, Soldier), and Sense Motive.
  • Healer: A healer gains the following skills as class skills.
    Craft (Alchemy), Handle Animal, Heal, and Knowledge (Local, Nature, Religion).
  • Herbalist: A herbalist gains the following skills as class skills.
    Craft (Alchemy), Knowledge (Local, Nature), Profession (Herbalist).
    • Hunter:* A hunter gains the following skills as class skills.
      Climb, Craft (Traps), Handle Animal, Knowledge (Local, Nature), Perception, Profession (Trapper), Stealth, Survival, and Swim.
  • Leatherworker: A leatherworker gains the following skills as class skills.
    Appraise, Craft (Leather, Shoes), and Profession (Merchant, Tanner).
  • Merchant: A merchant gains the following skills as class skills.
    Appraise, Bluff, Diplomacy, Knowledge (Geography, Local), Linguistics, and Profession (Merchant).
  • Prostitute: A prostitue gains the following skills as class skills.
    Appraise, Bluff, Diplomacy, Disguise, Escape Artist, Profession (Courtesan), and Sleight of Hand.
  • Sailor: A sailor gains the following skills as class skills.
    Acrobatics, Climb, Escape Artist, Knowledge (Geography, Local), Linguistics, Profession (Sailor, Soldier), and Swim.
  • Scholar: A scholar gains the following skills as class skills.
    Craft (Books, Calligraphy), Knowledge (Arcana, Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility, Planes, Religion), and Profession (Librarian).
  • Soldier: A soldier gains the following skills as class skills.
    Climb, Handle Animal, Knowledge (Geography, Local), Perception, Perform (Percussion, Sing, Wind), Profession (Soldier), Ride, Sense Motive, Stealth, Survival, and Swim.
  • Thief: A thief gains the following skills as class skills.
    Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Knowledge (Dungeoneering, Local), Perception, Sleight of Hand, Stealth, and Swim.
  • Unemployed: An unemployed gains the following skills as class skills.
    Bluff, Craft, Diplomacy, Perception, Perform, Profession, Sleight of Hand, and Stealth.
  • Weaponsmith: A weaponsmith gains the following skills as class skills.
    Appraise, Craft (Bows, Firearms, Fletcher, Weapons), and Profession (Merchant).

Skill Ranks by Birth
You may place ranks given by your birth into any skill.

Birth Ranks Birth Ranks Birth Ranks
Bastard 3/lvl Mage 3/lvl Slave 1/lvl
Clergy(wo)man 3/lvl Monk 1/lvl Tribal 2/lvl
Commoner 2/lvl Noble 4/lvl Urchin 2/lvl
Gentry 3/lvl Royal 4/lvl Warrior 2/lvl

Skills by Birth

  • Bastard: A bastard gains the following skills as class skills
    Bluff, Command, Diplomacy, Intimidate, Knowledge (Geography, History, Local, Nobility, Religion), Linguistics, Profession (Soldier), Ride, and Sense Motive.
  • Clergy(wo)man: A clergy(wo)man gains the following skills as class skills
    Appraise, Bluff, Craft, Diplomacy, Heal, Knowledge (Arcana, Geography, History, Local, Nobility, Planes, Religion), Linguistics, Perform, and Profession.
  • Commoner: A commoner gains the following skills as class skills
    Climb, Craft, Handle Animal, Knowledge (Local), Profession, and Survival.
  • Gentry: A gentry gains the following skills as class skills
    Bluff, Command, Diplomacy, Intimidate, Knowledge (Geography, History, Local, Nobility, Religion), Linguistics, Profession (Soldier), Ride, and Sense Motive.
  • Mage: A mage gains the following skills as class skills
    Appraise, Craft, Fly, Knowledge (Arcana, Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility, Planes, Religion), Linguistics, Profession, Spellcraft, and Use Magic Device.
  • Monk: A monk gains the following skills as class skills
    Acrobatics, Climb, Diplomacy, Escape Artist, Knowledge (History, Local, Religion), and Survival.
  • Noble: A noble gains the following skills as class skills
    Bluff, Command, Diplomacy, Intimidate, Knowledge (Geography, History, Local, Nobility, Religion), Linguistics, Profession (Soldier), Ride, and Sense Motive.
  • Royal: A royal gains the following skills as class skills
    Bluff, Command, Diplomacy, Intimidate, Knowledge (Geography, History, Local, Nobility, Religion), Linguistics, Profession (Soldier), Ride, and Sense Motive.
  • Slave: A slave gains the following skills as class skills
    Climb, Craft, Handle Animal, Perform, Profession, and Survival.
  • Tribal: A tribal gains the following skills as class skills
    Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (Geography, Local, Nature), Perception, Profession, Sense Motive, Stealth, Survival, and Swim.
  • Urchin: An urchin gains the following skills as class skills
    Acrobatics, Appraise, Bluff, Climb, Diplomacy, Escape Artist, Knowledge (Local), Perception, Sleight of Hand, Stealth, and Survival.
  • Warrior: A warrior gains the following skills as class skills
    Acrobatics, Climb, Heal, Profession (Soldier), Ride, Stealth, Survival, and Swim.

Skill System

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