Skills
Skill points and Skill ranks
Each level after first characters get skill points equal to the amount determined by their rating plus their intelligence bonus. At first level a character gets 4x this number.
'Class' skills cost cost 1 point per rank and cross-class skills cost 2 points per rank, with a maximum of (character level +3) skill points in any skill.
Class skills
A number of skills determined by the character's rating can be defined as 'Class' skills for the character each level. As which skills these are (and how many) can be varied at each level it is likely that these will be changed on a regular basis to make the best use of skill points.
In addition:
- At first level one Craft/Profession/Perform skill and one Knowledge skill may be selected as permanent class skills for the character.
- Some feats grant bonus class skills.
Combined skills
Notice: Spot + Listen
Notice can apply to any sense, not just sight and hearing.
The Alertness feat now provides a +3 bonus to this skill, which stacks with the Skill Focus feat. Other bonuses to either Spot or Listen (for example from race or familiar) now apply circumstance bonuses to Notice.
Sneak: Hide + Move Silently
The Sneak skill is all about not being noticed, not just hiding and moving quietly. Thus it is also the skill you check to shadow someone through the town, or discreetly slip through a "staff only" door at a crowded party.
The Stealthy feat now provides a +3 bonus to this skill, which stacks with Skill focus. Other bonuses to either Hide or Move Silently (for example from race or familiar) now apply to Sneak.
Dropped Skills
Diplomacy
The common uses of Diplomacy are now Bargain and Persuade (See New Skills, below). Bonuses which previously applied to Diplomacy now apply to one of these as noted in their descriptions.
Suggested replacements for those characters who make a living through smooth talking are Profession: Diplomat/Hustler/Negotiator.
Spellcraft
The actions previously covered by Spellcraft are now rolled into Knowledge: Arcana for Arcane effects and Knowledge: Religion for Divine effects.
Special: Knowledge Arcana and Knowledge Religion provide each other a synergy bonus for the purpose of identifying spells cast and effects already in place.
New skills
Bargain (CHA) (Untrained)
Use this skill to get a better price for your hard earned loot, come to mutually acceptable terms for a treaty or reduce the amount of tribute the dragon is demanding to let you live.
Check: Whenever two parties are both trying to get the better of a deal bargaining comes into play. The check is usualy opposed. Success repesents the outcome of the negotiation moving in your favor. It does not necessarily represent closing the deal - you can usually walk away from a negotiation.
Action: Bargaining usually takes at least a minute but can go on for hours.
Try Again: Optional, but not recommended because retries usually do not work. Even if the initial Bargain check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.
Special: The Negotiator feat gives a +2 bonus to Bargain instead of Diplomacy.
Synergy: Bluff, Persuade and Sense Motive provide synergies to Bargain. Appraise provides a synergy if material goods are involved. Appropriate Professions to to provide synergies could include Diplomat, Mediator and Merchant.
Bargain provides synergy to Persuade
Persuade (CHA) (Untrained)
Use this skill to persuade the chamberlain to let you see the king or the dragon to let you leave uneaten on the promise of payment.
Check: Whenever you are trying to get something for nothing or negotiate an obviously one-sided deal Persuade is appropriate. The check is usualy opposed by Sense Motive or Bargain. Success usually represents getting what you want, although a narrow success may come with conditions. Persuade may be needed just to convince someone that they want to sit down and bargain with you.
You can change the attitudes of others (nonplayer characters) with a successful Persuade check as per the original Diplomacy skill.
Action: Attempting to persuade an opponent to break off combat for a parley is a standard action. Attempting to persuade an unwilling noble to sign a treaty could take several hours, a lavish feast and a substantial gift to provide a circumstance bonus.
Try Again: Optional, but not recommended because retries usually do not work. Even if the initial Persuade check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.
Special: The Persuasive feat gives a +2 bonus to Persuade instead of Intimidate. The half-elf racial bonus to Diplomacy checks now applies to Persuade.
Synergy: Bargain, Bluff, Intimidate and Sense Motive provide synergies to Persuade. Appropriate Professions to to provide synergies could include Con-artist, Diplomat and Mediator.
Persuade provies synergy to Intimidate.