A more cinematic skill list – with all the crunch accounted for


Homebrew and House Rules

Sovereign Court

This Skill list is for those who want to add the option of having a less granular skill list and still maintain all of the mechanics.

Here is how it works, if your class had one of the skills previously available then they now have the new skill.

The only exception to this is the Craft skill which gives you Craft and Build, and Appraise which gives you Finery. I would also make UMD a class feature of the Bard, Rogue and Sorcerer that is rolled off of the Spellcraft skill. Finally, I would add in a Pilot skill and give everyone access to it, except perhaps the Monk.

Original Skill List
1. Acrobatics
2. Appraise
3. Bluff
4. Climb
5. Craft Alchemy
6. Craft Armor
7. Craft Bows
8. Craft Traps
9. Craft Weapons
10. Craft Items
11. Craft Structures
12. Craft Vehicles
13. Craft Art Objects
14. Diplomacy
15. Disable Device
16. Disguise
17. Escape Artist
18. Fly
19. Handle Animal
20. Heal
21. Intimidate
22. Knowledge Arcana
23. Knowledge Dungeoneering
24. Knowledge Engineering
25. Knowledge Geography
26. Knowledge History
27. Knowledge Local
28. Knowledge Nature
29. Knowledge Nobility
30. Knowledge Planes
31. Knowledge Religion
32. Linguistics
33. Perception
34. Perform Act
35. Perform Comedy
36. Perform Dance
37. Perform Keyboard Instruments
38. Perform Percussion Instruments
39. Perform String Instruments
40. Perform Wind Instruments
41. Perform Oratory
42. Perform Sing
43. Profession
44. Ride
45. Sense Motive
46. Sleight of Hand
47. Spellcraft
48. Stealth
49. Survival
50. Swim
51. Use Magic Device

New Skill List
1. Acrobatics (Acrobatics, Escape Artist, Perform Dance)
2. Athletics (Climb, Fly, Ride, Swim)
3. Bluff (Bluff, Disguise, Perform Act, Perform Comedy)
4. Build (Appraise, Craft Structures, Craft Vehicles, Knowledge Engineering)
5. Craft (Appraise, Craft Armor, Craft Bows, Craft Weapons, Craft Items, Knowledge Engineering)
6. Diplomacy (Diplomacy, Perform Oratory)
7. Disable Device (Appraise, Craft Traps, Disable Device)
8. Finery (Appraise, Craft Art Objects)
9. Handle Animal (Handle Animal)
10. Heal (Heal)
11. Intimidate (Intimidate)
12. Knowledge (Knowledge History, Knowledge Local, Knowledge Nobility, Knowledge Religion)
13. Linguistics (Linguistics)
14. Perception (Perception, Sense Motive)
15. Perform (Perform Keyboard Instruments, Perform Percussion Instruments , Perform String Instruments, Perform Wind Instruments, Perform Sing)
16. Profession (Profession All)
17. Sleight of Hand (Slieght of Hand)
18. Spellcraft (Spellcraft, Appraise, Craft Alchemy, Knowledge Arcana, Knowledge Planes, Use Magic Device)
19. Stealth (Stealth)
20. Survival (Survival, Knowledge Dungeoneering, Knowledge Geography, Knowledge Nature)


VERY NICE! I'm so stealing this. One point I'll add, is an either/or option for athletics to use str or dex, and for spellcraft to use the primary casting trait. It's an awesome piece of work.


Seems good, though there are two things I'd personaly try.

1. Keep Use Magic device seperate, it's good enough to work on it's own, and generally I don't see standard spellcasters using it that much (they have spells, so they would have less need to learn such a skill).

2. Probably shuffle intimidate into diplomacy, just because they seem similer to me in a sense, and intimidate seems a little weak on it's own compared to the others.

Silver Crusade

Pathfinder Adventure Path Subscriber

If you're further condensing skills then I'd probably put Bluff, Diplomacy, Intimidate and Gather Information together under the umbrella of "Persuasion" since each of these skills basically has you convince a target to perform some act (whether it's be friendly to you, succumb to your feint or tell you some piece of information).


I would add seduction to the Persuasion skill also.


Interesting grouping but I think that some of the items that where pooled together where rolled under different abilities. How would you handle the conflict in that for say Survival being a Wis Skill and Knowledge being and Int skill.

Silver Crusade

Pathfinder Adventure Path Subscriber

As red mage would tell you. Pick pocket works as a catch all skill. Lol

Sovereign Court

Nero24200 wrote:

Seems good, though there are two things I'd personaly try.

1. Keep Use Magic device seperate, it's good enough to work on it's own, and generally I don't see standard spellcasters using it that much (they have spells, so they would have less need to learn such a skill).

This probably make more sense than dropping it into the spellcraft skill because then there is no need to add the UMD class feature to the bard, rogue and sorcerer.

Nero24200 wrote:
2. Probably shuffle intimidate into diplomacy, just because they seem similer to me in a sense, and intimidate seems a little weak on it's own compared to the others.

I can see where some games this would be cool to do but I personally favor the three separate ways of socially dealing with situations (bluff/diplomacy/intimidate).

Sovereign Court

inkedmsd wrote:
Interesting grouping but I think that some of the items that where pooled together where rolled under different abilities. How would you handle the conflict in that for say Survival being a Wis Skill and Knowledge being and Int skill.

Excellent point. Here it is with the associated ability. Those in the [] are more or less standard but can be tweaked to perfection. Those in the {} are a bit of an interesting idea where you select the better of your two attributes to add to your skill. An interesting option and further departure from the raw, it certainly has a cinematic feel.

Also note that I added in the Pilot skill and also separated out the UMD skill from spell craft.

1. Acrobatics [DEX] {STR or DEX} (Acrobatics, Escape Artist, Perform Dance)
2. Athletics [STR] {STR or CON} (Climb, Fly, Ride, Swim)
3. Bluff [CHA] {INT or CHA} (Bluff, Disguise, Perform Act, Perform Comedy)
4. Build [INT] {STR or INT} (Appraise, Craft Structures, Craft Vehicles, Knowledge Engineering)
5. Craft [INT] {DEX or INT} (Appraise, Craft Armor, Craft Bows, Craft Weapons, Craft Items, Knowledge Engineering)
6. Diplomacy [CHA] {WIS or CHA} (Diplomacy, Perform Oratory)
7. Disable Device [INT] {DEX or INT} (Appraise, Craft Traps, Disable Device)
8. Finery [INT] {INT or CHA} (Appraise, Craft Art Objects)
9. Handle Animal [CHA] {WIS or CHA} (Handle Animal)
10. Heal [INT] {WIS or CHA} (Heal)
11. Intimidate [CHA] {STR or CHA} (Intimidate)
12. Knowledge [INT] {INT or CHA} (Knowledge History, Knowledge Local, Knowledge Nobility, Knowledge Religion)
13. Linguistics [INT] {INT or CHA} (Linguistics)
14. Perception [WIS] {INT or WIS} (Perception, Sense Motive)
15. Perform [CHA] {DEX or CHA} (Perform Keyboard Instruments, Perform Percussion Instruments , Perform String Instruments, Perform Wind Instruments, Perform Sing)
16. Pilot [DEX] {DEX or INT} (Profession Sailor)
17. Profession [INT] {INT or CHA} (Profession All)
18. Sleight of Hand [DEX] {DEX or CHA} (Slieght of Hand)
19. Spellcraft [INT] {INT or CHA} (Spellcraft, Appraise, Craft Alchemy, Knowledge Arcana, Knowledge Planes)
20. Stealth [DEX] {DEX or WIS} (Stealth)
21. Survival [INT] {INT or WIS} (Survival, Knowledge Dungeoneering, Knowledge Geography, Knowledge Nature)
22. Use Magic Device [INT] {INT or CHA} (Use Magic Device)

Sovereign Court

Here is an addendum:
The Versatile Performer bard class feature changes to:
Add +1/2 your level to any skill you use to perform with. Diplomacy when performing an oratory, Acrobatics when doing dance etc.

The +2 to two skill feats are all deleted and in their place this feat is added:
Skill Synergy
Add a +2 feat bonus to two skills.


The feat seems a little strong compared to what it replaces - one of the main drawbacks of the "+2 to 2" feats was that each skill was only paired with one other skill in this way - and thus they encouraged you to pick skills that actually had synergy with each other to focus on.

Also, assuming Skill Synergy can be taken multiple times, it's strictly better than Skill Focus if you want to improve more than one skill via feats.

Sovereign Court

Jabor wrote:

The feat seems a little strong compared to what it replaces - one of the main drawbacks of the "+2 to 2" feats was that each skill was only paired with one other skill in this way - and thus they encouraged you to pick skills that actually had synergy with each other to focus on.

Also, assuming Skill Synergy can be taken multiple times, it's strictly better than Skill Focus if you want to improve more than one skill via feats.

What would you suggest? Simply dropping those feats for skill focus alone? Considering there are fewer skills it may make a lot of sense to do that.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / A more cinematic skill list – with all the crunch accounted for All Messageboards

Want to post a reply? Sign in.