Table: Skill Summary
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. For a complete summary of all of the skills, see Table: Skill Summary. Acquiring SkillsEach level, your character gains a number of skill ranks dependent upon your class plus your Intelligence
modifier. Investing a rank in a skill represents 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 his
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. The number of skill ranks you gain when taking a level in one of the base classes is shown on Table: Skill Ranks. Humans gain 1 additional skill rank per class level. 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 ChecksWhen 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 you're using is a class skill (and you have invested ranks into that skill), you gain a +3 bonus on 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 spell effects or magic items, and so on. See Table: Skill Check Bonuses for a summary of skill check bonuses. 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 20A
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
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