Proficiency for a skill determines your skill bonus and skill actions.
- Untrained: no bonus, limited use, usable against DC 10 and under only
- Trained: no bonus
- Expert: +5 proficiency bonus
- Master: unlocks at 8th level, +10 proficiency bonus
- Legendary: unlocks at 15th level, +15 proficiency bonus
- The effects of each proficiency rank include those listed from lower ranks unless otherwise stated or overlapped.
A natural 20 is a critical success and adds 10 to the result.
A natural 1 is a critical failure and subtracts 10 from the result.
Acrobatics (Dex)
Acting (perform)
Alchemy (craft)
Arcana (knowledge)
Armorsmith (craft)
Artistry (craft)
Athletics
Beast Handling
Concentration
Dance (perform)
Engineering (knowledge)
Escape Artist
Insight
Intimidation
Jewelsmith (craft)
Linguistics
Lore (knowledge)
Martial Arts (knowledge)
Medicine
Musical Instrument (perform)
Occult (knowledge)
Oratory (perform)
Nature (knowledge)
Perception
Profession
Religion (knowledge)
Ride
Society (knowledge)
Stealth
Survival
Tailor (craft)
Thievery
Toolsmith (craft)
Trapsmith (craft)
Use Magic Device
Weaponsmith (craft)
Athletics (Str)
Drag (maneuver)
Grapple (maneuver)
Overrun (maneuver)
Shove (maneuver)
Linguistics (Int)
Trained:
Stealth
Size Modifier:
- (-1): (x2)
- Fine: +8
- Diminutive: +4
- Tiny: +2
- Small: +1
- Medium: +0
- Large: -1
- Huge: -2
- Gargantuan: -4
- Colossal: -8
- (+1): (x2)
Thievery (Dex)
Trick (maneuver)
You hinder a foe with a situational attack that imposes one of the following conditions until the start of your next turn: blinded, dazzled, deafened, entangled, or sickened. Your foe can undo the condition by spending a simple action. For every degree of success, the condition lasts one more round.
- Expert: Your foe must spend a standard action to remove the condition.
- Master: Your foe must spend a full action to remove the condition.
- Legendary: You impose 2 conditions. Your foe must spend a full action on each of them to remove them.