Skills

Skills Represent some of the most basic and yet most fundamental abilities your character possesses. As your character advances in level, they can gain new skills and improve existing skills dramatically.

Acquiring Skills
Each level, your character gains a number of skill ranks dependent upon your class plus your intelligence modifier. Investing a rank in a skill represent a measure of training in that skill. You can never have more ranks in a skill than your total number of Hit Dice. In addition, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of their professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack.

Characters who take a level in a favored class have the option of gaining 1 additional skill rank or an additional hit point. If you select a level in a new class, all of its class skills are automatically added to your list of class skills, and you gain a +3 bonus on these skills if you have ranks in them.

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 skill your using is a class skill, you gain a +3 bonus to the check. If you are not trained in the skill (and if the skill may be used untrained), you may still attempt the skill, but you use only the bonus (or penalty) provided by the associated ability score modifier to modify the check. Skills can be further modified by a wide variety of sources—by your race, by a class ability, by equipment, by Force effects, by feats, and so on.

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 1 minute for a skill that takes 1 round or less to perform).

Since taking 20 assumes that the character will fail many times before succeeding, if you attempt to take 20 on a skill that carries penalties for failure, your character will automatically incur those penalties before he or she can complete the task. Common “take 20” skills include Engineering, Escape Artist, and Perception.

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 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.

Skill Descriptions
This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM’s discretion.

Skill descriptions adhere to the following guidelines.

Skill Name: The skill name line includes (in addition to the name of the skill) the following information.

Key Ability: The abbreviation of the ability whose modifier applies to the skill check.

Trained Only: If this notation is included in the skill name line, you must have at least 1 rank in the skill to use it. If this notation is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Untrained section (see below).

Armor Check Penalty: If this notation is included in the skill name line, an armor check penalty applies (see armor) to checks using this skill. If this entry is absent, an armor check penalty does not apply.

Description: The skill name line is followed by a general description of what using the skill represents.

Check Name: What a character (“you” in the skill description) can do with a successful skill check and the check’s Difficulty Class (DC).

Action: The type of action using the skill requires, or the amount of time required for a check.

Try Again: Any conditions that apply to successive attempts to use the skill successfully. If the skill doesn’t allow you to attempt the same task more than once, or if failure carries an inherent penalty (such as with the Athletics skill), you can’t take 20. If this Paragraph is omitted, the skill can be retried without any inherent penalty other than the additional time required.

Special: Any extra facts that apply to the skill, such as special effects deriving from its use or bonuses that certain characters receive because of class or feat choices.

Restriction: The full utility of certain skills is restricted to characters of certain classes. This entry indicates whether such restrictions exist for the skill.

    Untrained: This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry doesn’t appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can’t attempt checks with this skill (for skills that are designated “Trained Only”).

Acrobatics (Dex; Armor Check Penalty)
You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and avoid attacks and overcome obstacles.

    Balance: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted on the modifiers table. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your Defense (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

    Tumble: You can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5-feet and the DC is increased by 5.

    Jump: You can use the Acrobatics Skill to make jumps. The base DC to make a jump is equal to the distance to be crossed (if horizontally) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the hump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Creatures with a base land speed above 30 feet receive a +5 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30-feet. Creatures with a base land speed below 30 feet take a -4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30-ft. No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.

'''    Soften Fall:''' When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules for further details.

    Modifiers: Many conditions can affect your chances of success with Acrobatics checks. The following modifiers to target DCs apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any one condition applies.

    Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.

    Special: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to Defense when fighting defensively instead of the usual +2, and a +6 dodge bonus to Defense when taking the total defense action instead of the usual +4.

Appraise (Int)
You can evaluate the monetary value of an object.

'''    Evaluate Item:''' A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has any additional or hidden properties, although this success does not grant knowledge of the other abilities. If you fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Particularly rare or exotic items might increase the DC of this check by 5 or more, subject to GM discretion.

'''    Appraisal at a Glance:''' You can use the Appraise skill to determine the most valuable item in sight. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large number of objects in view.

    Action: Evaluating an item takes 1 standard action. Appraisal at a Glance takes a full-round action. Try Again: Additional attempts to appraise an item reveal the same result.

Athletics (Str; Armor Check Penalty)
You are skilled at moving in difficult manners, like climbing and swimming.

    Climb: With a successful Athletics check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring 60 degrees or more.

An athletics check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.

The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine the appropriate DC.

You need both hands free to climb, but you may cling to a wall with one hand so you may take some action that requires only one hand. While climbing you lose your Dexterity bonus to Defense (if any). If you take damage while climbing, you must make another athletics check against the DC of the slop or wall. Failure means you fall from your current height.

''    Accelerated Climb:'' You can attempt to climb more quickly, doubling the distance you’d normally climb by accepting a -5 penalty on athletics checks to climb.

''    Catch yourself falling:'' It is practically impossible to catch yourself on a wall when falling, yet if you wish to attempt such a difficult task you can make an athletics check to do so. The DC to accomplish this task is the wall’s DC +20. It is much easier to catch yourself on a slope, the wall’s DC +10.

Additionally, you may attempt to catch another falling character above you. If you succeed on a melee attack roll, you can immediately attempt a climb check (Wall’s DC +10) to catch that character. Success means you catch the character, but if his total weight exceeds your carrying capacity then you both automatically fall. If you fail this check by 4 or less, you don’t catch the character but maintain your position. If you fail by 5 or more, you immediately fall as well.

    Swim: Make an Athletics check once per round while you are in the water. Success means you may swim at up to half your speed as a full round action, or one-quarter your speed as a move action. If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

If you go underwater, either intentionally or because you failed an Athletics check, you must hold your breath. See the Endurance skill for more information on holding your breath.

The DC to swim is 10 in calm water, 15 in rough water, and 20 in stormy water (you cannot take 10 in stormy water).

Each hour you swim, you must make a DC 20 swim check or take 1d6 points of non-lethal damage from fatigue (though you don’t gain the fatigued condition from this use of the Athletics skill.  See the Endurance skill for more information on swimming/treading water).

    Action: Athletics is used as part of a move action.

    Special: A creature with a swim speed can move through water without making swim checks. It gains a +8 racial bonus on any swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a swim check, even if distracted or endangered. Such a creature can use the run action while swimming, provided that it swims in a straight line.

A creature with a climb speed gains a +8 racial bonus on climb checks. The creature must make a Climb check to climb any wall or slop with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. These creatures also retain their dexterity bonus to defense while climbing. They cannot, however, use the run action while climbing.

Deception (Cha)
You can tell lies successfully and disguise yourself.

    Bluff: This is a skill check opposed by the opponent’s Sense Motive skill. If you use Deception to fool someone, with a successful check you convince your opponent that what you are saying is true. Deception checks are modified depending upon the believability of the lie. The following table provides modifiers that are applied to the roll of the creature attempting to tell the lie. Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion).

    Feint: You can use Deception to feint in combat, causing your opponent to be denied his dexterity modifier to his Defense against your next attack, so long as that attack happens before the end of your next turn. The DC of this check is equal to your opponent’s Mental Defense, or 10 + your opponent’s Sense Motive modifier (whichever is higher).

''    Secret Messages:'' You can use Deception to convey secret messages along to another character without others understanding your true meaning by using innuendo to cloak your actual message. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are communicating in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at an opposed Sense Motive check against your Bluff result.

'''    Creating a Diversion to Hide:''' You can use Deception to allow you to use Stealth. A successful Deception check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

    Disguise: Your Deception check result determines how good the disguise is, and it is opposed by other’s Perception check results. If you don’t draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a bouncer who is watching attendees walking into a night club), it can be assumed that such observers are taking 10 on their Perception checks.

You get only one Deception check per use of the skill, even if several people make Perception checks against it. The Deception check is made secretly by the GM, so that you can’t be sure how good the result is.

The effectiveness of your disguise depends on how much you’re changing your appearance. Deception can be used to make yourself appear like a creature that is one size category larger or smaller than your actual size. This does not change your actual size or reach, should you enter combat while wearing such a disguise. Doing so applies a -10 penalty on your Deception check. If you attempt to disguise your race, gender, or age category you take a cumulative -2 penalty for each.

If you attempt to impersonate a particular creature, those who know the person gain a +4 bonus on their perception checks to see through your disguise. A friend gets a +6 bonus, a close friend gets a +8 bonus, and an intimate gains a +10 bonus. Further, they are all automatically considered suspicious of you.

An individual makes a Perception check to see through your disguise immediately upon meeting you and again every hour thereafter. If you casually meet a large number of different creatures, each for a short time, check once per day or hour, using an average perception modifier for the group.

    Action: Attempting to bluff someone takes at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis).

Feinting in combat is a standard action.

Using Deception to convey a secret message takes twice as long as the message would otherwise take to relay.

Creating a disguise takes 1d3 x 10 minutes of work.

'''    Try Again:''' If you fail to deceive someone, further attempts to deceive them are at a -10 penalty and may be impossible (GM discretion).

You can attempt to feint against someone again if you fail. Secret messages can be relayed again if the first attempt fails. You may try to redo a failed disguise, but once others know that a disguise was attempted, they’ll be more suspicious.

Disable Device (Dex; Armor Check Penalty)
You can sabotage and disable different devices.

    Demolition: You can use this skill to rig explosives to do more damage to a structure or to creatures. Doing so takes at least one minute of work. If you are threatened or distracted, you take a -10 penalty on your Disable Device check to rig explosives. The explosive damage is multiplied based on your check. If you roll a 10 then it doesn’t increase the damage. For every five points above 10 that you roll, add one to the multiplier for the explosives damage (x2 at 15, x3 at 20, x4 at 25, etc…). If you miss the DC of 10 by 4 or less, then you deal only half damage with the explosive. If you fail the check by 5 or more, you set off the explosives prematurely, dealing the normal amount of damage to yourself. If the explosive normally allows a reflex save, you take a -10 penalty on that save to avoid damage from it.

'''    Disable Device:''' When disarming a trap or other device, the Disable Device check is made secretly by the GM, so that you don’t necessarily know whether you’ve succeeded.

The DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.

You can also rig simple devices such as speeder handles or walker legs to work normally for a while and then fail or fall off sometime later (usually after 1d4 rounds or minutes of use).

'''    Open Locks:''' The DC for opening a lock depends on its quality. If you do not have a set of tools for this task, these DCs increase by 10.

Retry: You can retry checks made to disable traps if you miss the check by 4 or less. You can retry checks made to open locks.

    Special: A character that beat’s a traps DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. They can also rig a trap so their allies can bypass it as well.

Endurance (Con; Armor Check Penalty)
You can push the very limits of your body to their maximum.

'''    Forced March:''' In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a Forced March. For each hour of marching beyond 8 hours, an Endurance check (DC 10 +2 per extra hour) is required. If the check fails, the character takes 1d6 points of non-lethal damage and becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing themselves too hard.

'''    Hold Breath:''' A character that has no air to breath can hold their breath for 2 rounds per point of constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Endurance check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +2 for each previous success.

When the character fails one of these Endurance checks, she begins to suffocate. In the first round, they fall unconscious (0 hit points). In the following round, they drop to -1 hit points and begin dying. In the third round, they suffocate and die.

'''    Ignore Hunger and Thirst:''' You can go without food for a number of days equal to your constitution modifier (minimum 1 day). After this time, you must succeed on an Endurance check each day or become persistently fatigued. If you fail a second check you become persistently exhausted, and if you fail a third time you fall unconscious and begin dying (-1 hit points). The DC is 10 the first day and increases by +5 each day thereafter. You can remove these persistent conditions by eating a nutritious meal.

Similarly, you can go for a number of days without water equal to half your constitution modifier (minimum 1 day). Each day after this time you must make an Endurance check as above, increasing by +5 per day.

    Run: You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to Defense unless you have the Run feat.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Endurance check again each round in which you continue to run, and the DC of this check increases by +2 for each check you have made. When you fail this check, you must stop running. A character that has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

'''    Swim/Tread Water:''' Unless you have a natural swim speed, each hour that you swim you must succeed on an Endurance check or become fatigued. The DC to overcome this is 10 +2 per hour. If you’re already fatigued, you become exhausted. If you’re exhausted, you fall unconscious and cannot swim. This likely means you’ll begin drowning.

Engineering (Int)
You are adept at working with mechanical devices and fabricating new items.

'''    Fabrication: '''You can engineer a device from scratch. Fabrication requires an appropriate set of tools for the best chance of success. If improvised tools are used, you can still make the check but at a 2 penalty.

To determine how much time and money it takes to make an item, follow these steps.

Find the item’s price.

Find the item’s DC on the Crafting table

Pay 1/3 (rounded up) of the item’s price for the raw material cost in credits.

Make an Engineering check representing eight hours worth of work. If the check result succeeds, multiply your check result by the DC. If the result x the DC equals the price of the item, then you have completed the item. If the result doubles or triples the price, then you complete it in one half or one third of the time respectively. If the result doesn’t equal the price, then it represents the progress you’ve made so far. Record the result and make a new craft check for the next eight hours you work. Each eight hours, you make more progress until your total reaches the price of the item.

If you fail a check by 4 or less, you make no progress. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again before you can try again. You also lose half the progress you’ve made so far.

    Repair Items: You can repair an item or vehicle by making an Engineering check against the same DC that it took to make the item in the first place, or 15 (whichever is higher). The cost of repairing the item is one-fifth of the item’s price and takes up at least one hour. This restores 1d6 hit points to the object being repaired. (See Broken condition)

Repair Droid: This action requires a tool kit designed for making droid repairs. This special tool kit has 3 uses before it is used up. You spend 10 minutes treating up to 6 injured droids (targeting yourself as one of them, if you are a droid and so choose), then attempt an Engineering check against a DC of 15. You may voluntarily increase this DC by increments of 5, allowing you to treat 1 additional droid per 5 you increase the DC by. The DC of this check increases based on circumstances (such as volatile weather, traveling in a shaking vehicle, etc) as determined by the GM. A given droid can be subject to only one Repair attempt per 10-minute period, so two droids can’t treat the same target’s wounds simultaneously.

If you succeed, you repair the droid’s damage. Each droid recovers Hit Points equal to their constitution modifier x your number of ranks in Engineering skill or equal to your Engineering ranks (whichever is higher). If you exceed the target DC by 5 or more, multiply the result by x2. For every 5 by which you exceed the DC beyond that, increase the multiplier by 1 (x3 for 10 more, x4 for 15 more, etc).

If you fail on this check by 10 or more, you cannot use Repair Droid on those droidss again for 24 hours.

Each use of this ability removes one use from your Droid Repair Tool Kit.

    Action: The amount of time needed to make an Engineering check depends on the task, as noted above. Setting up explosives takes at least one minute. Crafting can takes at least 8-hours, but may take much longer. Disabling a device takes 1 round and is a full-round action. A tricky or difficult device requires 1d6 rounds. Attempting to open a lock is a full round action.

'''    Try Again:''' You can try to craft again, but each time you fail by 5 or more you ruin half the raw materials and have to pay half the original raw material cost again.

Escape Artist (Dex; Armor Check Penalty)
Your training allows you to slip out of bonds and escape from grapples.

    Check: The Table below gives the DCs needed to escape from various forms of restraints.

    Ropes: The DC of your Escape Artist check is equal to the binder’s Combat Maneuver Bonus +20.

    Manacles: The DC for manacles is set by their construction (see the table below).

''    Tight Space:'' The DC noted is for getting through a space through which your head fits but your shoulders don’t. If the space is long, you may need to make multiple checks. You can’t squeeze through a space that your head does not fit through.

    Grapple: You can make an Escape Artist check in place of a combat maneuver check to escape a grapple or to change from a pinned condition to merely grappled.

    Action: Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net is a full round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.

'''    Try Again:''' Varies. You can make another check after a failed check if you’re squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you’re not being actively opposed.

 

Fly (Dex, Armor Check Penalty)
You are skilled at flying, through either the use of wings or some other method, and can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.

'''    Atmospheric Flight:''' You generally only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature or vehicle in atmosphere can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half-speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.

''    Attacked While Flying in Atmosphere:'' You are not considered flat-footed while flying. If you are flying using natural locomotion you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.

''    Collision While Flying in Atmosphere:'' If you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking falling damage.

''    Avoid Falling Damage:'' If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. High Wind Speeds: Flying in high winds adds penalties on your Fly checks, as noted on the Wind Effects table (see Pathfinder Fly Skill). “Checked” means that creatures or vehicles of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. “Blown Away” means that creatures of that size or smaller must make a DC 25 Fly check or be blown back 2d6 x 10 feet and take 2d6 points of non-lethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.

'''    Special: '''A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy -8, Poor -4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability are considered to have average maneuverability. Vehicles have average maneuverability.

A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category: Fine +8, Diminutive +6, Tiny +4, Small +2, Large -2, Huge -4, Gargantuan -6, Colossal -8.

Intimidate (Cha)
You can use this skill to frighten your opponents or to get them to act in a way that benefits you.

This skill includes verbal threats and displays of prowess.

    Scare: You can use Intimidate to force an opponent to act friendly toward you for 1d6 x 10 minutes with a successful check. The DC of this check is equal to your target’s Mental Defense. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance (subject to DM discretion). After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

    Demoralize: You can use this application of Intimidate to cause your opponents to become shaken for a number of rounds. The DC of this check is equal to your target’s Mental Defense. If you are successful, the target is shaken for 1 round. This duration increase by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you.

    Action: Using Intimidate to change an opponent’s attitude requires 1 minute of conversation.

Demoralizing an opponent is a standard action.

'''    Try Again:''' You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.

    Special: You also gain a +4 bonus on intimidate checks if you are larger than your target and a -4 penalty on Intimidate checks if you’re smaller than your target.

Knowledge (Int)
Knowledge encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.

You can put ranks into any of the following kinds of knowledge separately.

Bureaucracy: Business procedures, legal systems and regulations, and organization structures.

''Galactic Lore:'' Planets, homeworlds, sectors of space, and galactic history.

''Life Sciences:'' Biology, botany, genetics, archaeology, xenobiology, medicine, and forensics.

''Physical Sciences:'' Astronomy, astrogation, chemistry, mathematics, physics, and engineering.

''Social Sciences:'' Sociology, psychology, philosophy, theology, and criminology.

Tactics: Techniques and strategies for disposing and maneuvering forces in combat.

Technology: Function and principle of technological devices, as well as knowledge of cutting edge theories and advancements.

The Force: Force Techniques, Force-using orders, history of the Jedi and Sith.

'''Common Knowledge:''' You can answer a basic question about a subject related to your field of study with a DC 10 check. For example, a DC 10 Knowledge (life sciences) check is enough to know that Rodians are skilled hunters.

'''Expert Knowledge (Trained Only):''' You can make a knowledge check as a swift action to answer a question within your field of study that requires some level of expertise. The DC of this check ranges from 15 (for simple questions) to 25 (for tough questions). The GM may adjust the DC depending on the character’s personal experience. For example, a DC 20 knowledge (galactic lore) might reveal specific information about the inhabitants of the planet Coruscant, but the DC may be lower if the character making the check has actually been there.

Try Again: No, you can’t reroll a failed knowledge check. The roll represent what you already know, and thinking about a topic a second time doesn’t let you know something you never learned in the first place.

Special: You can take 10 when making knowledge checks, but you can’t take 20.

Linguistics (Int)
You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well.

    Decipher: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 6 wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)

Both the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you can’t tell whether the conclusion you draw is true or false.

    Forgery: This application of Linguistics requires writing materials appropriate to the document being forged, even if in an electronic format. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in hand of some particular person, a large sample of that person’s handwriting is needed.

The linguistics check is made secretly, so that you’re not sure how good your forgery is. As with Disguise, you don’t make a check until someone examines the work. Your Linguistics check is opposed by the Linguistics check of the person who examines the document to verify its authenticity. The examiner gains modifiers if any of the conditions that are listed in the above table.

'''    Learn Language:''' Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) include the following.

Basic (Humans, almost every other sentient species)

Binary (Droids, rarely taken by sentients)

Bocce (Outer Rim Citizens)

Bothese (Bothans, Slice Citizens)

Cheunh (Chiss, Unknown Regions)

Dosh (Trandoshans)

Duro (Duro, Space Explorers)

Hapan (Hapes-Onderon, Slice Humans)

High Galactic (Deep Core Humans, Bakurans)

Huttese (Hutts, Mercenaries)

Iridonian (Zabraks)

Jawaese (Jawas, Tatooine and Junk Worlds)

Mugaari (Mugaari Raiders, Galactic South)

Mando'a (Mandalorians, Mercenaries)

Olys Corellisi (Corellians, some traders)

Pak Pak (Neimoidians, Duros, Slice Citizens)

Shyriiwook (Wookiees only, but others can understand)

Rodese (Rodians, Mercenaries)

Ryl (Twi’leks, Outer Rim Citizens)

Sith (Dead Language, only used in academia)

    Action: Varies: Deciphering a page of ordinary text takes a minute (10 consecutive rounds). Creating a forgery can take anywhere from 1 minute to 1d4 minutes per page. Detecting a forgery using Linguistics takes 1 round of examination per page.

'''    Try Again: ''' Yes.

    Special: You must be trained to use this skill, but you can always attempt to read archaic and strange forms of your own racial bonus languages. In addition, you can also always attempt to detect a forgery.

Perception (Wis)
Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses: sight, sound, taste, touch, and smell.

    Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent’s stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.

Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable that detail is. The following table gives a number of guidelines, though others may be appropriate as determined by the GM on a case-bycase basis.

    Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for a stimulus is a move action.

'''    Try Again:''' Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.

    Special: Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range.

Persuasion (Cha)
You can use this skill to persuade other creatures to agree with your arguments, to resolve differences, gather valuable information, or make requests of a creature. This skill is also used to negotiate by using the proper etiquette and manners suitable to the problem.

    Diplomacy: You can change the initial attitude of non-player creatures with a successful check. The DC of this check is equal to your target’s Mental Defense, modified by their attitude. If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds their Mental Defense, the character’s attitude toward you increases by one additional step. A creature’s attitude typically cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations subject to their discretion. If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step. You can use this application of Persuasion against a creature who doesn’t understand you, or against a creature with an intelligence score less than 3, but you take a -10 penalty on your skill check when doing so.

Persuasion is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

    Request: If a creature’s attitude toward you is at least indifferent and they can understand you, you can make requests of the creature. This is an additional Persuasion check, using the creature’s current attitude to determine the base DC and may be further modified by the nature of the request. Use the following table to determine the modifier. Once a creature’s attitude has been shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.

'''    Gather Information:''' You can also use Persuasion to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local cantinas, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.

    Action: Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction depending upon the complexity of the request. Using Persuasion to gather information takes 1d4 hours of work searching for rumors and informants.

'''    Try Again:''' You cannot use Diplomacy to influence a given creature’s attitude more than once in a 24-hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Persuasion checks made to gather information, but doing so takes another 1d4 hours.

Pilot (Dex)
You can use this skill to operate vehicles. Basic operation of a vehicle does not require a skill check or special training, but performing evasive maneuvers and difficult stunts do.

Whenever you make a pilot check, you must apply the vehicle’s size modifier to your check. '''Avoid Collision:''' You can make a DC 15 pilot check as a reaction to reduce or negate the damage from a collision (see Avoid Collision in the vehicle rules below).

Dogfight: When operating a flying vehicle, you can make a pilot check as a standard action to engage in a dogfight (see Dogfighting in the vehicle rules below).

'''Increase Vehicle Speed (Trained Only):''' You may make a DC 20 pilot check as a swift action to make your vehicle perform beyond its normal limits (you cannot take 10 on this check). If the check fails, you vehicle’s speed is reduced by 2 squares (minimum 1 square). If you succeed, your vehicle’s speed increases by 1 square until the start of your next turn. For every 5 points by which you exceed the DC, your vehicle’s speed increases by an additional 1 square.

Ram: You can make a pilot check as part of a full-round action to collide intentionally with a target (see Ram in the vehicle rules below).

Try Again: Varies. You can attempt a Pilot check to perform the same maneuver on subsequent rounds.

Special: You add a vehicles size modifier to all pilot checks. You can use a Ride check in place of a Pilot check to operate a ground vehicle.

Ride (Dex; Armor Check Penalty)
You are skilled at riding mounts or driving ground vehicles, like a tauntaun or a speeder bike. If you attempt to ride a creature that is ill suited as a mount, you take a -5 penalty on your Ride checks.

    Check: Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.     Guide with Knees: You can guide your mount with your knees so you can use both hands in combat. Make a ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.

    Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.

''    Fight with a Combat-Trained Mount:'' If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.

    Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or use Force powers while using your mount as cover. If you fail your ride check, you don’t get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required).

''    Soft Fall:'' You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action.

    Leap: You can get your mount to clear obstacles (either by jumping or using repulsors) as part of its movement. If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount’s jump modifier, whichever is lower, to see how far the creature can jump. If you fail your ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points).

This usage does not take an action but is part of the mount’s movement.

''    Spur Mount:'' (Living Mount only) You can spur your mount to greater speed with a move action. A successful Ride check increases the mount’s speed by 10 feet for 1 round, but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount.

''    Control Mount in Battle'': As a move action, you can attempt to control a mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for mounts trained for combat or vehicles.

''    Fast Mount or Dismount:'' You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.

    Action: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.

    Special: If you are riding a living mount bareback, you take a -5 penalty on ride checks. You can use a ride check in place of a pilot check to operate a ground vehicle.

Sense Motive (Wis)
You are skilled at detecting falsehoods and true intentions.

'''    Discern Lies:''' A successful check lets you avoid being bluffed.

    Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another’s behavior that something is wrong, such as when you’re talking to an imposter.

Alternatively, you can get the feeling that someone is trustworthy.

'''    Sense Influence:''' You can tell that someone’s behavior is being influenced by an effect like truth serum or the Force, even if that person isn’t aware of it. The usual DC is 25, but if the target is being Mind Tricked, the DC is only 15 because of the limited range of the target’s faculties.

'''    Discern Secret Message:''' You may use Sense Motive to detect that a hidden message is being transmitted via the Deception skill. In this case, your Sense Motive check is opposed by the Deception check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something is being communicated but you can’t learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you might infer false information.

    Action: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.

'''    Try Again:''' No, though you may make a Sense Motive check for each Deception check made against you.

Sleight of Hand (Dex; Armor Check Penalty)
Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.

    Legerdemain: A DC 10 sleight of hand check lets you palm a coin-sized, unattended object. Performing a minor feat, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.

When you use this skill under observation, your skill check is opposed by the observer’s Perception check. The observer’s success doesn’t prevent you from performing the action, just from doing it unnoticed.

'''    Hide Object:''' You can hide a small object (including a light weapon, or an easily concealed ranged weapon like a dart, hold-out blaster, or sling) on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the frisker gains a +4 bonus on the Perception check, since it’s generally easier to find such an object than to hide it. A knife, holdout blaster, or vibrodagger are easier to hide than most weapons, granting you a +2 bonus on your Sleight of Hand checks made to conceal them. An extraordinarily small object, such as a coin or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check as well.

Drawing a hidden weapon is a standard action and doesn’t provoke an attack of opportunity.

'''    Pick Pocket:''' If you try to take something from a creature, you must make a DC 20 Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.

    Action: Any Sleight of Hand check is normally a standard action. However, you may perform a sleight of hand check as a move action by taking a -20 penalty on the check.

'''    Try Again:''' Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) increases the DC for the task by 10.

    Untrained: An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can’t succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.

Stealth (Dex; Armor Check Penalty)
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position.

This skill covers hiding and moving silently.

    Sneaking: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. If you move at your full speed while attempting to Stealth, you take a -10 penalty. It’s impossible to use Stealth while attacking, running, or charging.

A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large -4, Huge -8, Gargantuan -12, Colossal -16.

If a creature is observing you while using any of their senses (but typically sight), you can’t use stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Deception check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a -10 penalty because you have to move fast.

    Sniping: If you’ve already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a -20 penalty on your Stealth check to maintain your obscured location.

Creating a Diversion to Hide: See Deception

    Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see sniping) is a move action.

Survival (Wis)
You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.

'''    Locate Supplies:''' You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require Survival checks.

    Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature’s passage using the same DCs, but you can’t use Perception to follow tracks, even if someone else has already found them.

You move at half your normal speed while following tracks (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below.

    Action: Varies. A single Survival check may represent activity over the course of hours or a full day.

A survival check made to find tracks is at least a full-round action, and it may take even longer.

'''    Try Again:''' Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the first table, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.

    Special: If you are trained in the Survival skill, you can automatically determine where true north or south lies in relation to yourself.

Treat Injury (Wis)
You are skilled at tending to wounds and ailments.

'''    First Aid:''' You usually use first aid to save a dying character (DC 15). If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make them stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed.

'''    Long-Term Care:''' Providing long-term care means treating a wounded person for a day or more. If your Treat Injury check is successful (DC 15), the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

The Use of a Bacta Tank doubles this rate again, 4 hit points per level for a full 8 hours of rest in a day, or 8 hit points per level for each full day of complete rest; 4 ability score points for a full 8 hours of rest in a day, or 8 ability score points for each full day of complete rest, but the DC increases to 20. If you fail this check, but still beat DC 15, then they can still be provided Long-Term Care as normal.

You can tend to as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by on settled worlds. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

'''    Revive Deceased Character:''' You can make a Treat Injury Check against a DC of 10 plus the deceased character’s level, using 3 uses from a medical kit. The creature cannot have been deceased longer than 1 minute. The creature returns to life at -1 hit points, but is not considered dying. This ability does not allow a creature that has died of old age to return to life, nor does it restore any missing body parts. Creatures that are returned to life in this way gain a negative level for 24 hours. Using this ability takes a full-round action.

'''    Treat Wounds from Caltrops:''' A creature wounded by stepping on a caltrop moves at half normal speed. A successful Treat Injury check (DC 15) removes this penalty.

Treat Wounds: You must have a medical kit to use this application of Treat Injury. You spend 10 minutes treating one injured living creatures (targeting yourself, if you so choose), then attempt a Treat Injury check against a DC of 15. You may voluntarily increase this DC by increments of 5, allowing you to treat 1 additional character per 5 you increase the DC by. The DC of this check increases based on circumstances (such as volatile weather, traveling in a shaking vehicle, etc) as determined by the GM. A given creature can be subject to only one Treat Wounds attempt per 10-minute period, so two characters can’t treat the same target’s wounds simultaneously.

If you succeed, you treat the patient's wounds. Each patient recovers 2d8 Hit Points. If you exceed the target DC by 5 or more, and for each 5 beyond that, increase the amount of healing by 1d8. The patient then cannot benefit from Treat Wounds again for 1 hour.

If you fail on this check by 10 or more, you cannot use Treat Wounds on those patients again for 24 hours.

Each use of this ability removes one use from your Medical Kit.

'''    Treat Poison:''' To treat posion means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Treat Injury check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.

'''    Treat Disease: '''To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Treat Injury check. If your Treat Injury check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.

    Action: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease creature takes 10 minutes. Treating deadly wounds takes 1 hour of work. Providing long-term care requires at least 8 hours of light activity.

'''    Try Again:''' Varies. Generally speaking, you can’t try a Treat Injury check again without witnessing proof of the original check’s failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.

    Special: A medical kit gives you a +2 circumstance bonus on Treat Injury checks so long as it still has uses contained within.

Use Computer (Int)
Use this skill to access secured files and defeat security systems.

'''    Access Information:''' You can make a request for information on a system or network that you’ve gained access to. This functions like the Request application of the Persuasion skill, except that the type of information increases or decreases the difficulty of the DC to gain the information: General Information -5, Specific Information +0, Private Information +5, Secret Information +10.

Generally, Secret Information can only be gained from a system or network that has been made helpful.

    Astrogate: You can plot a safe course through hyperspace. Doing so usually requires 1 minute, at the end of which time you must succeed on a Use Computer check. Various factors influence the DC of the check, but typically a DC of 10 will get you to most systems if you have recent data that updates the positions of objects in space along your course.

If you lack the data with which to plot a jump through hyperspace, the base DC increases to 30, and the astrogator must spend 1 hour calculating coordinates and vectors before attempting the check.

If successful, a Starship with a hyperdrive enters hyperspace and arrives without incident at its destination in a number of hours equal to 1d6 x its hyperdrive multiplier x the number of sectors crossed. If the worlds are in the same sector, multiply the result by ½.

A failed Use Computer check indicates that the astrogator has made a potentially dangerous error in their calculations. Make another Use Computer check using the same modifiers and against the same DC. If this second check is successful, the error is caught before entering hyperspace and the process of plotting a course must begin anew. If this second check fails, the starship suffers a persistent -1 penalty on all attack rolls and skill checks and takes 1d6 damage per size category above Medium (2d6 huge, 3d6 gargantuan, 4d6 colossal, etc…) for every point by which the check fails. This penalty remains until the starship is repaired. If the ship is not disabled or destroyed then it arrives in the destination system in twice the normal time. If the ship is disabled it appears somewhere randomly along the course plotted (determined by the GM at random.)

You can make a Knowledge (Physical Sciences) check in place of a use computer check to astrogate.

'''    Disable or Erase Program:''' You can disable or erase a program on a computer that is helpful toward you. Disabling or erasing a program takes 10 minutes and requires a DC 15 use computer check.

'''    Improve Access:''' As a full-round action you can make a Use Computer check to adjust the attitude of a computer in order to gain access to its programs and information with a DC equal to the computer’s Mental Defense. You must be able to communicate with the computer either through a direct interface (such as a keypad) or by connecting to it through an appropriate network (such as the Holonet). This functions as the Diplomacy application of the Persuasion skill, but you roll a Use Computer check instead.

'''    Prevent Slicing:''' You can roll a Use Computer check to notice the presence of other users on a system or network. Roll opposed Use Computer checks. If you meet or beat the result of your target then you detect their presence and can attempt to change the attitude of the system or network against them. This functions like the Improve Access application of the Use Computer skill, except that it worsens the attitude of the computer toward your target instead of improving it.

'''    Reprogram Droid:''' You can attempt to reprogram a droid; to accept a new master, to copy data stored within its memory banks, change its trained skills, or erase memories selectively or fully (fully resets the droid to its factory preset status). The DC for any of these actions is equal to the droids Mental Defense. Reprogramming a droid takes 10 minutes.

    Special: For the purposes of distance, the grid coordinates on the Essential Atlas Galaxy Map determine what a sector is. Each letter-number section of the map is defined as a sector. As a result, Coruscant would be on the border of 4 sectors K-9, K-10, L-9, and L-10 while the planet Tatooine is within R-16. In game, there are political sectors. Those have nothing to do with these kinds of sectors.