Skills

Skills are purchaced with XP.

You may have a number of skill points in any skill equal to 3+ your total levels.

Skills are chosen from the skill list. Skill points cost are cumulative (so, if you were to purchase 5 ranks in a skill, it would cost 54 XP).

Skill points XP cost
1-4 9 each
5 +18
6 +36
7 +54
8 +72
9 +90
10 +108
11 +126
12 +144
13 +162

Skill Checks

When your character uses a skill, he isn't guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check.

Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.

If the result of your skill check is equal to or greater than the difficulty class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target's skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.

Taking 10 and Taking 20
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success.
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common "take 20" skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

Ability Checks: The normal take 10 and take 20 rules apply for ability checks..

Aid Another

You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Devices, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The Games Master might impose further restrictions to aiding another on a case-by-case basis as well.

Skill Abilities

Each skill ability includes a rank minimum (even if that rank is Untrained), and characters with at least this many ranks may attempt that use of the skill ability without penalty. Characters who are one rank short may attempt the ability with a -5 penalty. Characters who are two ranks short may attempt the ability with a -15 penalty. If a skill ability does not require a check, passive or active, you may not access it early in this way.

Your check result is compared against the task DC. This DC is either determined by the Games Master based on the obstacle or set by someone else making an opposed check.

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