When you first create your character you are able to train in certain skills, remember to choose wisely as these skills will very important as you navigate your way in the world. Training a skill is important for 2 reasons. You receive a +3 bonus to that skill when you train and some of the skills can not be used unless they are trained first. Unless stated specifically Skills can be used Untrained.
Every level you may add ranks in any skill available to your character (Any skill you can use) The number you learn is determined by your characters class if you are multi classed you use the last class you leveled in.
Using Skill - 1d20 + ability modifier + Skill levels + Bonuses. You may train multiple times in a single skill gaining the bonus each time you train.
If 2 abilities are listed then add the modifiers for both attributes together and then divide by 2 to get the ability modifier
Every level you are able to gain skill levels, the amount of skill levels you may level up is dependent upon your class. You may not have more than your total number of levels in any skill level.
| Skill | Skill Group | Description | Modifier |
| Acrobatics | Escaping from bonds or tumbling to avoid a attack of opportunity | dex | |
| Climb | climb surfaces | str | |
| Disguise | Disguising yourself or another object to appear differently that what they are. Make a Disguise Check verses a perception check. | dex | |
| Endurance | Pushing yourself beyond your normal physical limits. | con | |
| Gather Info | Make contacts and gather information - Bribes and other tactics can decrease or increase the difficulty of the DC check. | int | |
| Gunnery | Using a large mounted gun (usually mounted to a vehicle but can be on anything) | dex | |
| Initiative | How quickly you react to situations | dex | |
| Knowledge | Must be Trained | Greater understanding of specific area's of life | int |
| Know - Bureaucracy | |||
| Know - Galactic Lore | |||
| Know - Life Sciences | |||
| Know - Physical Sciences | |||
| Know - Tactics | |||
| Know - Technology | |||
| Linguistics | Being able to understand an intelligent being without knowing their language. | int | |
| Mechanics | Must be Trained | int/dex | |
| Mech - Disable Device | Disarm a device, open a lock, set a trap. Requires a security kit | ||
| Mech - Handle Explosives | Just placing explosive on the ground does not require check. Disabling explosive or setting explosives to explode in a certain way does. (The GM will determine the difficulty and should not reveal if they succeeded until the time of detonation.) | ||
| Mech - Droid | Upgrading Programming, repairing damage, adding or removing modifications to a droid. Requires tools | ||
| Mech - Repair | Fixing damage done to any mechanical or electronic device. Requires tools | ||
| Perception | Noticing things that might be missed. | wis | |
| Persuasion | Persuasion checks are made against Will defense | cha | |
| Persuasion - Change Attitude | Making friends, changing the attitude of others towards you. It adjust by one from the following chart | ||
| Persuasion - Haggle | The art of the bargain | ||
| Persuasion - Deceive (Bluff) | Telling lies or distorting facts to lead the target to a false conclusion | ||
| Persuasion - Intimidate | To convince someone of emanate threat through posture and voice to gain advantage | ||
| Pilot | Must be Trained | Driving a mechanical vehicle | dex |
| Ride | Using a living creature for transportation | dex | |
| Stealth | Hiding something from view | dex | |
| Stealth - Pick Pocket | Stealing from someone without them knowing | ||
| Stealth - Sleight of Hand | Concealing an item, creating a diversion or otherwise tricking someone | ||
| Stealth - Sneak | Hiding or disappearing from view | ||
| Survival | Able to handle harsh environments | wis | |
| Forest or Jungle | |||
| Ice or Frozen | |||
| Desert or Volcanic | |||
| Liquid | |||
| Swim | Must be Trained | Str | |
| Use the Force | Requires Force Sensitivity Feat | cha/wis | |
| Force powers | How capable you are using Force powers | ||
| Force Trance | Heals and rest yourself - requires 1 min to restore 1 HP | ||
| Move Light Object | Lift an object that is not resisting | ||
| Search Your Feelings | Find information about something that can affect you or your companions | ||
| Sense Force | Sense other force users nearby | ||
| Sense Surroundings | Generally sense what is nearby within a 30ft radius | ||
| Telepath | Able to communicate with someone nearby telepathically | ||
| Treat Injury - First Aid | Heal someone 1d6 + 1/2 your skill level (rounded up). Requires medpac | wis | |
| Treat Injury - Cybernetics | Must be Trained in Treat Injury - First Aid | Maintain and repair cybernetics. Needs surgical probe kit. In order to install a cybernetic you must also use feat Cybernetic Surgery. | wis |
| Treat Injury - Surgery | Must be Trained In Treat Injury - First Aid | Can wake someone from unconsciousness. If failed injured party receives additional 1d4 damage. If successful, target awakes and is healed for 2d6 + 1/2 skill level. Can be used on standard patient as well, needs Medpac and Med Scanner | wis |
| Treat Injury - Ongoing | Must be Trained In Treat Injury -First Aid | Able to stabilize someone with poison, radiation or disease. Stops HP loss for 1 day, antidote or cure needed to remove problem completely. Need Med Scanner | wis |
| Use Computer | Must be Trained | int | |
| Use Comp - Access Info | Accessing information from a computer that would be restricted to the average person (hacking) | ||
| Use Comp - Astrogate | Ability to plot a hyperspace course with a standard computer. (Normally requires a specialized Navigation Computer) | ||
| Use Comp - Reprogram Droid | Modify the programming of a droid. You can not add new abilities but can change the parameters of their functions. |
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