Ultimate Consolidated Skills — An alternative to the consolidated skill optional rules


Homebrew and House Rules


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A lot of people here are likely aware of the consolidated skill optional rules presented in PF:Unchained, and if you are like me and you didn't like those optional rules either because they reducd the skill list too much, reduced class skill lists by a wide margin, or because it added 1/2 your Int bonus to skill ranks, I hope you find this "revision" as a better alternative. I tried to keep things grounded in verisimilitude and internal consistency, while trying to remove skills that are widely considered "not as useful". This revision reduces the number of skills from 37 (if we take Artistry and Lore from PF:Unchained) to 20.

Skill List
Acrobatics (Dex; Armor Check Penalty)
Arcana (Int; Trained Only)
Athletics (Str; Armor Check Penalty)
Bluff (Cha)
Craft (Int)
Culture (Int; Trained Only)
Diplomacy (Cha)
Heal (Wis)
Intimidate (Cha)
Lore (Int; Trained Only)
Nature (Int; Trained Only)
Perception (Wis)
Perform (Cha)
Profession (Wis)
Religion (Int; Trained Only)
Ride (Dex; Armor Check Penalty)
Sense Motive (Wis)
Stealth (Dex; Armor Check Penalty)
Survival (Wis)
Trickery (Dex; Armor Check Penalty; Trained Only)

Now I'll go into each skill that got changed or removed.

Appraise: Merged with Craft and Profession so a character with, for example, Craft (weapons) or Profession (blacksmith) can appraise weapons or the tools of a blacksmith's trade. Profession already allows to know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems, so this feels like a natural upgrade.
Artistry: This skill and its functions are merged with Perform.
Climb: This skill and its functions are merged with Athletics.
Disable Device: This skill and its functions are merged with Trickery.
Disguise: This skill and its functions are merged with Bluff.
Escape Artist: This skill and its functions are merged with Acrobatics.
Fly: This skill and its functions are merged with Acrobatics.
Handle Animal: This skill and its functions are merged with Survival.
Knowledge (Arcana): This skill and its functions are merged with Arcana.
Knowledge (Dungeoneering): This skill and its functions are merged with Nature.
Knowledge (Engineering): This skill and its functions are merged with Craft.
Knowledge (Geography): This skill and its functions are merged with Nature.
Knowledge (History): This skill and its functions are merged with Culture.
Knowledge (Local): This skill and its functions are merged with Culture.
Knowledge (Nature): This skill and its functions are merged with Nature.
Knowledge (Nobility): This skill and its functions are merged with Culture.
Knowledge (Planes): This skill and its functions are merged with Religion.
Knowledge (Religion): This skill and its functions are merged with Religion.
Linguistics: This skill and its functions are merged with Culture.
Sleight of Hand: This skill and its functions are merged with Trickery.
Spellcraft: This skill and its functions are merged with Arcana, Nature and Religion. You can attempt a skill check using the skill matching a spell list that has that spell on its list. The relevant skills are Arcana for spells on the arcanist, bard, bloodrager, magus, medium, mesmerist, occultist, psychic, skald, sorcerer, spiritualist, summoner, witch, and wizard spell lists, Nature for spells on the druid, hunter, ranger, and shaman spell lists, Religion for spells on the antipaladin, cleric, inquisitor, oracle, paladin, and warpriest spell lists, or any of the three for a spell that could be found in multiple spell lists at GMs discretion.
Swim: This skill and its functions are merged with Athletics.
Use Magic Device: This skill and its functions are merged with Arcana, Nature and Religion. You can attempt a skill check using the skill matching a spell list that has that spell on its list. The relevant skills are Arcana for spells on the arcanist, bard, bloodrager, magus, medium, mesmerist, occultist, psychic, skald, sorcerer, spiritualist, summoner, witch, and wizard spell lists, Nature for spells on the druid, hunter, ranger, and shaman spell lists, Religion for spells on the antipaladin, cleric, inquisitor, oracle, paladin, and warpriest spell lists, or any of the three for a spell that could be found in multiple spell lists at GMs discretion.

Now I'll go into each class and it's class skill list.

Class Skills
Alchemist (4 + Int): Acrobatics (Dex), Arcana (Int), Craft (Int), Heal (Wis), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Survival (Wis), Stealth (Dex), and Trickery (Dex).

Antipaladin (4 + Int): Bluff (Cha), Craft (Int), Intimidate (Cha), Lore (Int), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).

Arcanist (2 + Int): Arcana (Int), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), Religion (Int), and Ride (Dex).

Barbarian (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Bard (6 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).

Bloodrager (4 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Brawler (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Cavalier (4 + Int): Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Cleric (4 + Int): Arcana (Int), Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Lore (Int), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Druid (4 + Int): Athletics (Str), Craft (Int), Heal (Wis), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), Ride (Dex), and Survival (Wis).

Fighter (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Gunslinger (4 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Trickery (Dex).

Hunter (6 + Int): Athletics (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).

Inquisitor (6 + Int): Athletics (Str), Arcana (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).

Investigator (6 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Wis), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).

Kineticist (4 + Int): Craft (Int), Intimidate (Cha), Heal (Wis), Lore (Int), Perception (Wis), Profession (Wis), and Stealth (Dex).

Magus (4 + Int): Arcana (Int), Athletics (Str), Athletics (Str), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), Religion (Int), and Ride (Dex).

Medium (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Mesmerist (6 + Int): Acrobatics (Dex), Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Nature (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).

Monk (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), and Stealth (Dex).

Ninja (8 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).

Occultist (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Lore (Int), Perception (Wis), Profession (Wis), Religion (Int), Sense Motive (Wis), and Trickery (Dex).

Oracle (4 + Int): Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Lore (Int), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Paladin (4 + Int): Craft (Int), Diplomacy (Cha), Intimidate (Cha), Heal (Wis), Lore (Int), Religion (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Psychic (2 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Ranger (6 + Int): Athletics (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).

Rogue (8 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).

Samurai (4 + Int): Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Shaman (4 + Int): Craft (Int), Diplomacy (Cha), Heal (Wis), Lore (Int), Nature (Int), Profession (Wis), Religion (Int), Ride (Dex), and Survival (Wis).

Shifter (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), Perception (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).

Skald (4 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (oratory, percussion, sing, string, wind) (Cha), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Trickery (Dex).

Slayer (6 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Wis), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).

Sorcerer (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), and Profession (Wis).

Spiritualist (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Wis), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Summoner (4 + Int): Arcana (Int), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Profession (Wis), Nature (Int), Religion (Int), Ride (Dex), and Survival (Wis).

Swashbuckler (4 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Trickery (Dex).

Vigilante (6 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Trickery (Dex).

Warpriest (4 + Int): Athletics (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Heal (Wis), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Witch (2 + Int): Arcana (Int), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), and Religion (Int).

Wizard (2 + Int): Arcana (Int), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), and Religion (Int).

Now I'll go into each special considerations for each class.

Considerations
Barbarian: The Acrobatics, Intimidate, and Ride skills can be used while raging.

Bard: Bardic knowledge adds 1/2 the bard’s class level (minimum 1) on all Arcana, Culture, Lore, Nature, and Religion checks. Lore master applies to Arcana, Culture, Lore, Nature, and Religion checks.

Bloodrager: The Acrobatics, Intimidate, and Ride skills can be used while bloodraging.

Cavalier: A cavalier order adds two skills to the cavalier’s list of class skills (chosen by the GM).

Druid: Nature sense instead grants a +2 bonus on Nature and Survival checks.

Hunter: The bonus from the hunter’s frog aspect applies only to Athletics checks to jump and swim. The bonus from the hunter’s monkey aspect applies only to Athletics checks to climb.

Inquisitor: Monster lore applies to Arcana, Culture, Lore, Nature, and Religion checks.

Investigator: The trapfinding bonus applies to both Perception checks to locate traps and Trickery checks. He can apply inspiration without expending uses to Arcana, Culture, Lore, Nature, and Religion checks. Keen recollection applies to Arcana, Culture, Lore, Nature, and Religion checks.

Kineticist: A kineticist element adds two skills to the kineticist’s list of class skills (chosen by the GM).

Oracle: An oracle mystery adds two skills to the oracle’s list of class skills (chosen by the GM).

Ranger: The favored enemy bonus applies to Bluff, Perception, Sense Motive, Survival, and to the appropriate skill checks to identify the abilities and weaknesses of creatures. The favored terrain bonus applies to initiative checks, Nature, Perception, Stealth, and Survival checks.

Rogue: The trapfinding bonus applies to both Perception checks to locate traps and Trickery checks. A rogue receives the skill unlock powers of all the skills that conform to the skill with rogue’s edge at GMs discretion.

Skald: Bardic knowledge adds 1/2 the skald’s class level (minimum 1) on all Arcana, Culture, Lore, Nature, and Religion checks. Lore master applies to Arcana, Culture, Lore, Nature, and Religion checks.

Samurai: A samurai order adds two skills to the samurai’s list of class skills (chosen by the GM).

Slayer: The studied strike bonus applies to Bluff, Perception, Sense Motive, Survival, and to the appropriate skill to identify the abilities and weaknesses of creatures. The stalker bonus applies to Intimidate and Stealth checks.

Sorcerer: A sorcerer bloodline adds one skill to the sorcerer’s list of class skills (chosen by the GM).

Swashbuckler: Derring-do can be used on Acrobatics, Athletics, and Ride checks. Swashbuckler's edge can be used on Acrobatics, Athletics, and Ride checks.

Now I'll go into each special considerations for each type of companion.

Companion considerations
Animal Companions: Change animal skills to Acrobatics, Athletics*, Intimidate, Perception*, Stealth*, and Survival. All of the skills marked with an (*) are class skills for animal companions.

Drake: The following skills are class skills for a drake: Acrobatics, Arcana, Craft, Athletics, Culture, Bluff, Diplomacy, Heal, Intimidate, Nature, Perception, Religion, Sense Motive, Stealth, and Survival.

Eidolon: The following skills are class skills for eidolons: Bluff, Craft, Religion, Perception, Sense Motive, and Stealth. In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for her eidolon. Eidolons with a fly speed receive Acrobatics as a class skill, even if they do not gain it until a later level.

Familiars: The following skills are class skills for familiars: Acrobatics, Athletics, Perception, and Stealth. The skill bonus from the familiar applies to all uses of the corresponding consolidated skill.

Phantom: The following skills are class skills for the phantom: Acrobatics, Bluff, Craft, Intimidate, Perception, Religion, Sense Motive, and Stealth. The phantom also gains two class skills based on its emotional focus.

This is pretty much it! Hit me with any feedback or suggestions you may have.


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Reminds me of D&D 4e skill list, of which I'm very fond of.

I'm surprised to see the lore skill from PF:Unchained, as this skill is the antithesis of a "reduced skill list", and not really sure why it's there.


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Dark Oni wrote:

Reminds me of D&D 4e skill list, of which I'm very fond of.

I'm surprised to see the lore skill from PF:Unchained, as this skill is the antithesis of a "reduced skill list", and not really sure why it's there.

To be honest, to have 20 skills. 19 feels like a weird number, and it could also fill that grey area that any current skill fills. For example, Lore (tea) for a character that not only knows how to make tea, but all the traditions and manners needed to drink it properly (really specific, I know).


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I guess that makes sense. In my opinion I would probably remove both Profession and Lore (for the same reason) to get 18 which is a more "beautiful" number- or replace lore with the Streetwise skill straight from 4e.

But that's a really minor change. As a whole, I really like this list.


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Dark Oni wrote:

I guess that makes sense. In my opinion I would probably remove both Profession and Lore (for the same reason) to get 18 which is a more "beautiful" number- or replace lore with the Streetwise skill straight from 4e.

But that's a really minor change. As a whole, I really like this list.

In my first draft I merged Craft and Perform into Profession similar to how Starfinder handles Profession (It lets you use either Cha, Int, or Wis) but when I noticed it generated conflict with certain abilities (such as the bard's versatile performance or bardic masterpieces) I decided to keep that up unchanged.

Then I opted to remove Profession entirely (in my eyes it does practically nothing tbh), but to my surprise it was not well received by the people I presented this idea while I was fleshing it out, claiming that it provided a lot of roleplaying opportunities and that it reflected your expertise with your character's daily job, so I decided to keep that too.

I also feel that 20 skills is the perfect amount of skills for PF1e, since in this game Int-based characters such as wizards or even investigators can theoretically boost their Int up to 36 (20 + headband + tomes + ability score improvements, or higher if we take mythic or other things such as templates into account) which means that they likely receive around 15 or 19 skill ranks per level at higher levels, which is more than enough to have ranks in every skill that does not have categories (which since we are using consolidated skills it would be the same as having around +30 maxed skills in the base game, which is literally impossible). I also didn't want to risk create the "feel" that everyone is trained in every skill. Skill monkey characters for sure, they should, but martials and specifically casters shouldn't have immense amount of skills so that they could possibly overshadow skill monkeys (hence why Int-based fullcasters didn't receive the minimum of 4+Int skills ranks per level and kept their 2+Int skill ranks).

I feel the current version makes skill monkey characters have much more skills, gives martials a decent % of the skill list so they can interact outside of combat and does not specifically boost casters since spells still clearly overshadow skills even if they technically have a somewhat easier access to them now. Probably I will sound pedantic saying this, but I think I made a good job with reducing the skill list to meet that sweet spot for every class (lol).


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A question for those that may be reading this.

Due to the changes made to Nature and Religion, should these skills be Wisdom-based instead?


Mebbe for Nature/Religion, have them both be Int and/or Wis based?


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Today is a good day to... halp wrote:
Mebbe for Nature/Religion, have them both be Int and/or Wis based?

Mmm, I believe there is no precedent from that in the system (besides some traits/feats/class features that allow you to use a different ability score with some skills).


exequiel759 wrote:
Mmm, I believe there is no precedent from that in the system (besides some traits/feats/class features that allow you to use a different ability score with some skills).

Fair enough then, exequiel759; I guess it shouldn't be too onerous to go with Wis then for the two; those players using some kind of electronic character builder, like Hero Lab or Pathbuilder, may have to adjust things a bit to account for the rules changes though. ;)


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I have another question now:

What do you think about the inclusion of Artistry and Lore from the Background Skills optional rules? Are they needed? Or they could be ignored?


Hmm, mebbe Artistry could be folded into Craft/Profession if you wanted to consolidate them but it wouldn't hurt to add it in.

As for Lore, there is a part of me that thinks giving one or two of them as a freebie in regards to a character's background wouldn't be so bad a thing to offer. ;)


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Today is a good day to... halp wrote:
As for Lore, there is a part of me that thinks giving one or two of them as a freebie in regards to a character's background wouldn't be so bad a thing to offer. ;)

That would certainly be a really good tweak for Background skills!

Since this project already reduces the skill, if this were used with Background Skills it could give you max ranks in one skill of your choice and one lore of your choice.


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You lost me when you stuffed disable device into trickery. Sure some locks and traps are self aware, but it's better to have an engineering or mechanics skill that covers disarming, arming, unlocking, locking, repairing, creating, and such. This allows for a smoother integration with spacefinder, advanced guns, and androids.


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Goth Guru wrote:
You lost me when you stuffed disable device into trickery. Sure some locks and traps are self aware, but it's better to have an engineering or mechanics skill that covers disarming, arming, unlocking, locking, repairing, creating, and such. This allows for a smoother integration with spacefinder, advanced guns, and androids.

They are together for thematic reasons (both are rogue-ish skills) and I'm not sure if an Engineering skill would be appropiate even if there's some technological equipment in the game because Craft could already do that tbh. However, I was thinking into spltting Trickery into Disable Device and Sleight of Hand again too, and Engineering doesn't sound that bad.


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What do you think about removing Craft and Perform categories? Effectively allowing someone that is trained in Craft to create armor, weapons, etc or someone trained in Perform to dance, sing, play the guitar, etc.


As in removing the different subcategories within the various craft/profession skill itself so that they're one giant 'catch-all' instead?

Sounds fine by me, exequiel759. ;)


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I made an slight revision of this optional system.

Skill List — Skills Included
Acrobatics (Dex; Armor Check Penalty) — Acrobatics (except jumping), Escape Artist, Fly
Arcana (Int; Trained Only) — Knowledge (arcana), Spellcraft, Use Magic Device
Athletics (Str; Armor Check Penalty) — Acrobatics (jumping), Climb, Swim
Bluff (Cha) — Bluff, Disguise
Craft (Int) — Appraise, Artistry (each taken individually), Craft (each taken individually), Knowledge (engineering)
Culture (Int; Trained Only) — Knowledge (history, local, nobility), Linguistics
Diplomacy (Cha) — Diplomacy
Heal (Wis) — Heal
Intimidate (Cha) — Intimidate
Lore (Int; Trained Only) — Lore (each taken individually)
Nature (Int; Trained Only) — Knowledge (geography, dungeoneering, nature), Spellcraft, Use Magic Device
Perception (Wis) — Perception
Perform (Cha) — Perform (each taken individually)
Profession (Wis) — Profession (each taken individually)
Religion (Int; Trained Only) — Knowledge (planes, religion), Spellcraft, Use Magic Device
Ride (Dex; Armor Check Penalty) — Ride
Sense Motive (Wis) — Sense Motive
Stealth (Dex; Armor Check Penalty) — Stealth
Survival (Wis) — Handle Animal, Survival
Thievery (Dex; Armor Check Penalty; Trained Only) — Disable Device, Sleight of Hand

Skill Descriptions
This section describes each consolidated skill and how it functions in the game. Each consolidated skill listed below received a major change that requires an explanation in further detail, but otherwise consolidated skills merge the different functions from each of its former skills unless otherwise noted. To see the specific descriptions of each consolidated skill refer back to the skill descriptions of the former skills for more detailed explanations.

Arcana, Nature, and Religion: For the purposes of the functions of each of these skills, you can attempt a skill check using the skill matching one or more of the item's spells listed under its construction requirement, or matching a spell list that has one or more of those spells on its list. The relevant skills are Arcana for spells on the arcanist, bard, bloodrager, magus, medium, mesmerist, occultist, psychic, skald, sorcerer, spiritualist, summoner, witch, and wizard spell lists, Nature for spells on the druid, hunter, ranger, and shaman spell lists, Religion for spells on the antipaladin, cleric, inquisitor, oracle, paladin, and warpriest spell lists, or any of the three for a spell that could be found in multiple spell lists at GMs discretion to determine which skill is more appropriate for the check.

Craft, Lore, Perform, and Profession: You can earn half your skill check result in gold pieces per week or your skill check result in silver pieces per day with each of these skills. You can also answer questions about each of these skills, determine the value of creations that fall under them, as well as to identify and understand them in a similar manner to how Arcana, Nature, and Religion are used to identify the properties of a magic item.

Culture: You can learn to speak and read a new language whenever you put a rank into this skill.

Class Skills
The bonus from class skills functions the same way, and provides the same +3 bonus. However, the class skill lists change, with the following entries replacing the normal class skills lists. The number in parentheses indicates the number of skill ranks a character gains at each level. You always gain a minimum of 1 skill rank per level.

Alchemist (4 + Int): Acrobatics (Dex), Arcana (Int), Craft (Int), Heal (Wis), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Survival (Wis), Stealth (Dex), and Thievery (Dex).

Antipaladin (4 + Int): Bluff (Cha), Craft (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).

Arcanist (2 + Int): Arcana (Int), Craft (Int), Culture (Int), Heal (Wis), Lore (Int), Nature (Int), Profession (Wis), and Religion (Int).

Barbarian (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Bard (6 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Thievery (Dex).

Bloodrager (4 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Brawler (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Cavalier (4 + Int): Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Cleric (4 + Int): Arcana (Int), Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Lore (Int), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Druid (4 + Int): Athletics (Str), Craft (Int), Heal (Wis), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), Ride (Dex), and Survival (Wis).

Fighter (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Gunslinger (4 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Hunter (6 + Int): Athletics (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).

Inquisitor (6 + Int): Athletics (Str), Arcana (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), Ride (Dex), Stealth (Dex), Sense Motive (Wis), and Survival (Wis).

Investigator (6 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Wis), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Thievery (Dex).

Kineticist (4 + Int): Craft (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), and Stealth (Dex).

Magus (4 + Int): Arcana (Int), Athletics (Str), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), and Ride (Dex).

Medium (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Mesmerist (6 + Int): Acrobatics (Dex), Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Thievery (Dex).

Monk (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), and Stealth (Dex).

Ninja (8 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Thievery (Dex).

Occultist (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), Sense Motive (Wis), and Thievery (Dex).

Oracle (4 + Int): Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Lore (Int), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Paladin (4 + Int): Craft (Int), Diplomacy (Cha), Heal (Wis), Religion (Int), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Psychic (2 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Ranger (6 + Int): Athletics (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).

Rogue (8 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Thievery (Dex).

Samurai (4 + Int): Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Shaman (4 + Int): Craft (Int), Diplomacy (Cha), Heal (Wis), Lore (Int), Nature (Int), Profession (Wis), Religion (Int), Ride (Dex), and Survival (Wis).

Shifter (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).

Skald (4 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Ride (Dex), Stealth (Dex), Sense Motive (Wis), Survival (Wis).

Slayer (6 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Wis), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).

Sorcerer (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), and Profession (Wis).

Spiritualist (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Wis), Profession (Wis), Religion (Int), and Sense Motive (Wis).

Summoner (4 + Int): Arcana (Int), Craft (Int), Culture (Int), Lore (Int), Profession (Wis), Nature (Int), Religion (Int), Ride (Dex), and Survival (Wis).

Swashbuckler (4 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Thievery (Dex).

Vigilante (6 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Thievery (Dex).

Warpriest (4 + Int): Athletics (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Witch (2 + Int): Arcana (Int), Craft (Int), Culture (Int), Heal (Wis), Lore (Int), Nature (Int), Profession (Wis), and Religion (Int).

Wizard (2 + Int): Arcana (Int), Craft (Int), Culture (Int), Heal (Wis), Lore (Int), Nature (Int), Profession (Wis), and Religion (Int).

Special Class Rules
Some class features function differently because of the ultimate consolidated skills system. Clarifications appear here, divided by class. Abilities are omitted if they can be handled with a simple substitution, such as changing an ability that requires a Disable Device or Sleight of Hand check to instead require a Thievery check.

Barbarian: The Acrobatics, Intimidate, and Ride skills can be used while raging.

Bard: Bardic knowledge adds 1/2 the bard’s class level on all Arcana, Culture, Lore, Nature, and Religion checks. Versatile performance allows the bard to substitute a Perform check with two of the following: Acrobatics, Athletics, Bluff, Diplomacy, Intimidate, and Sense Motive. At 6th level, and every 4 levels thereafter, the bard can select an additional skill to substitute. Lore master applies to Arcana, Culture, Lore, Nature, and Religion checks.

Bloodrager: The Acrobatics, Intimidate, and Ride skills can be used while bloodraging.

Cavalier: A cavalier gains two class skills from her order (chosen by the GM).

Druid: Nature sense instead grants a +2 bonus on Nature and Survival checks.

Hunter: The bonus from the hunter’s frog aspect applies only to Athletics checks to jump and swim. The bonus from the hunter’s monkey aspect applies only to Athletics checks to climb.

Inquisitor: Monster lore applies to Arcana, Culture, Nature, and Religion checks.

Investigator: The trapfinding bonus applies to both Perception checks to locate traps and Thievery checks. He can apply inspiration without expending uses to Arcana, Culture, Lore, Nature, and Religion checks. Keen recollection applies to Arcana, Culture, Lore, Nature, and Religion checks.

Kineticist: A kineticist gains two class skills from her element (chosen by the GM).

Oracle: An oracle gains two class skills from her mystery (chosen by the GM).

Ranger: The favored enemy bonus applies to Bluff, Perception, Sense Motive, and Survival checks against creatures of the selected type, and to checks to identify a creature of the selected type’s abilities and weaknesses. The favored terrain bonus applies to initiative checks, Nature, Perception, Stealth, and Survival checks.

Rogue: The trapfinding bonus applies to both Perception checks to locate traps and Thievery checks. A rogue receives the skill unlock powers of all the skills that conform to the skill with rogue’s edge at GMs discretion.

Skald: Bardic knowledge adds 1/2 the skald’s class level on all Arcana, Culture, Lore, Nature, and Religion checks. The Acrobatics, Intimidate, and Ride skills can be used while in an inspired rage. Versatile performance allows the skald to substitute a Perform check with two of the following: Acrobatics, Athletics, Bluff, Diplomacy, Intimidate, and Sense Motive. At 7th level, and every 5 levels thereafter, the skald can select an additional skill to substitute. Lore master applies to Arcana, Culture, Lore, Nature, and Religion checks.

Samurai: A samurai gains two class skills from her order (chosen by the GM).

Slayer: The studied strike bonus applies to Bluff, Perception, Sense Motive, and Survival checks against creatures of the selected type, and to the checks to identify a creature of the selected type’s abilities and weaknesses. The stalker bonus applies to Intimidate and Stealth checks.

Sorcerer: A sorcerer gains one class skill from her bloodline (chosen by the GM).

Swashbuckler: Derring-do can be used on Acrobatics, Athletics, and Ride checks. Swashbuckler's edge can be used on Acrobatics, Athletics, and Ride checks.

Miscellaneous
Animal Companions: Change animal skills to Acrobatics, Athletics*, Intimidate, Perception*, Stealth*, and Survival. All of the skills marked with an (*) are class skills for animal companions.

Drake: The following skills are class skills for a drake: Acrobatics, Arcana, Craft, Athletics, Culture, Bluff, Diplomacy, Heal, Intimidate, Nature, Perception, Religion, Sense Motive, Stealth, and Survival.

Eidolon: The following skills are class skills for eidolons: Bluff, Craft, Religion, Perception, Sense Motive, and Stealth. In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for her eidolon. Note that eidolons with a fly speed receive Acrobatics as a class skill, even if they do not gain it until a later level.

Familiars: The following skills are class skills for familiars: Acrobatics, Athletics, Perception, and Stealth. The skill bonus from the familiar applies to all uses of the corresponding consolidated skill.

Phantom: The following skills are class skills for the phantom: Acrobatics, Bluff, Craft, Intimidate, Perception, Religion, Sense Motive, and Stealth. In addition, at 1st level, the spiritualist can choose one additional skill as a class skill for her phantom. The phantom also gains two class skills based on its emotional focus.

Ultimate Consolidated Skills in Other Variants
With a bit of adaptation, ultimate consolidated skills can work alongside other optional systems.

Background Skills: In a campaign that uses the ultimate consolidated skills and background skills systems, you gain an additional 2 skill ranks per level, which must be spent on two skills of your choice, one of which must be a Craft, Lore, Perform, or Profession skill. Skills aren't separated into adventuring or background skills, though the GM has the final say on whether a particular skill it's acceptable or not based on the background you provided.

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