Skills

This section explains each skill, including common uses and
tasks, typical modifiers, and sometimes even established DCs.
Your GM may require or allow you to use skills for tasks other
than those listed here.

Each skill description is formatted in the following way.

Skill Name: The skill name heading provides not only the
name for the skill, but also the following information.

Key Ability: The abbreviation for the ability score modifier
that is added to skill checks of this type is provided in the
parenthetical after the skill’s name.

Trained Only: If this notation is included in the parenthetical
after the skill’s name, the skill is a trained-only skill, and you can
accomplish tasks and attempt checks with this skill only if you
have at least 1 rank in that skill. All other skills and their tasks
can be attempted untrained, whether or not you have ranks
in that skill. Rarely, a trained-only skill may have certain uses
that can be attempted untrained, or a skill that doesn’t normally
require training might have a particular use for that training.

Armor Check Penalty: If this notation occurs in the
parenthetical, an armor check penalty applies to checks with this skill.

Description: The skill's description contains an overview of
the skill’s scope, followed by a number of entries that detail
the tasks most commonly performed using that skill. The
task entries also contain information about the type of action
commonly required to achieve the task, whether or not you can
try the task again if you fail, or special effects that occur if you
fail a check. Typically, you can’t take 20 to accomplish a task
that does not allow you to try it again after a failure, or that has
special effects if you fail a skill check.

You can keep your balance while traversing narrow or treacherous
surfaces, escape from restraints, and tumble to avoid attacks.
You also use Acrobatics to determine the success of difficult
maneuvers while flying.

Balance
As part of a move action, you can use Acrobatics to move
across narrow surfaces and uneven ground without falling. A
successful check allows you to move at half your land speed
across such a surface. While balancing, you are flat-footed. If
you fail the Acrobatics check to begin moving across a narrow
surface or uneven ground, your move action ends at the point
just before you’d need to begin balancing. If you fail the check
while already balancing (having succeeded on a previous turn),
you fall prone and the GM may rule that you start falling,
depending on the type of surface you are moving across.
If you take damage while balancing, you must immediately
attempt an Acrobatics check at the initial DC. On a success, you
remain balancing (and can continue to move if it is your turn).
If you fail, you fall prone and, depending on the type of surface
you are balancing upon, the GM can rule that you start falling.
You can’t take 20 on Acrobatics checks to balance.
The DCs for Acrobatics checks to balance are based on
the width of the surface you are traversing, but can also be
adjusted based on environmental circumstances such as slope
and surface conditions. Such modifiers are cumulative; use all
that apply.

Escape

You can use Acrobatics to escape from grapples, pins, and
restraints. Attempting to escape from a grapple or pin is
a standard action. On a success, you free yourself from
the grapple or pin and no longer have the grappled or
pinned condition. The DC to escape a grapple or pin is typically
10 + the grappler’s Kinetic Armor Class. Escaping from
restraints can take 1 minute or more, depending on the type
of restraint. The DC to escape from restraints is based on the
nature of the restraints and sometimes the CR of the creature
that did the binding (see the table below). You can take 20 on
Acrobatics checks to escape from most restraints, but not on
checks to escape grapples.

Fly

Generally, you need to attempt an
Acrobatics check while flying only if you attempt a difficult
maneuver or are in dangerous wind conditions. Usually, these
checks are attempted as part of a move action while flying.
You receive a bonus or penalty to Acrobatics checks to fly
depending on your maneuverability: a –8 penalty for clumsy
maneuverability, no bonus for average maneuverability, or a
+8 bonus for perfect maneuverability.
The following situations require Acrobatics checks and
have consequences for failure. The DCs for such checks are
based on the current wind and air conditions and other factors
determined by the GM. You can’t take 20 on Acrobatics checks
to fly.

Avoid Falling Damage

If you are falling and you can fly, you can attempt an
Acrobatics check as a reaction to negate the damage from
the fall. If you fail, you fall normally. If you have perfect
maneuverability, you can avoid falling damage automatically
without attempting a check.

Fly in Dangerous Wind Conditions

The more violent the wind conditions, the more difficult it
is to keep flying. In conditions of windstorm or higher, you must attempt an Acrobatics check
to stay aloft each time you move. If you fail this check,
you cannot move. If you fail this check by 5 or more, you
are blown 2d6 × 10 feet in the direction of the prevailing
wind (or in a direction decided by the GM), and take 2d6
bludgeoning damage. You can’t take 10 on Acrobatics
checks to fly in dangerous wind conditions.

Hover

Safe flight typically requires momentum. If you wish to
stay in place, or hover, while flying, you must attempt an
Acrobatics check as a move action. If you fail, you fall. If you
have clumsy maneuverability, you cannot hover at all. If you
have perfect maneuverability, you can hover automatically
without attempting a check, though you can hover as a
swift action instead of a move action if you succeed at an
Acrobatics check (there is no penalty for failure).
The DCs for Acrobatics checks to fly are based on the prevailing
wind conditions. The following chart provides the base DCs for
air conditions, whether an Acrobatics check is required to fly in
those air conditions, and whether a creature can take 10 on an
Acrobatics check to fly. These wind conditions typically represent
fairly clear skies and consistent wind speeds. The DC increases by
as much as 5 for choppy wind or airborne debris, or 10 for both.

Tumble

As long as you do not have the encumbered or overburdened
condition, you can use Acrobatics to move
through a space threatened by an enemy or enemies without
provoking attacks of opportunity from them. Tumbling is a move
action, and you move at half speed. The DC to move through
an opponent’s threatened area is 15 + 1-1/2 × the opponent’s
CR. If multiple opponents are threatening the same space,
you attempt one check with a DC based on the opponent with
the highest CR, and the DC increases by 2 for each additional
opponent beyond the first.

You can also tumble directly through an opponent’s space;
the DC is 20 + 1-1/2 × the opponent’s CR. If you fail this check,
you stop moving adjacent to your opponent and provoke an
attack of opportunity.

If you attempt to move through multiple threatened spaces
or opponents’ spaces during the same round, you must succeed
at a check for each space, and the DC of each check beyond the
first increases by 2. For example, if you tumble through a space
threatened by two CR 1 creatures and a CR 2 creature, the DC =
15 + 3 + 2 + 2 = 22. If you then tumble through the space of the
CR 2 creature, the DC = 20 + 3 + 2 = 25.

In all of these cases, the DC is modified by the same
environmental circumstances that apply to the balance task of
Acrobatics (see page 135). If you fail the check, you provoke
attacks of opportunity as normal. If you want to move at full
speed while tumbling, you take a –10 penalty to the check. You
can use Acrobatics to tumble while prone, but you can move
only 5 feet as a full action and take a –5 penalty to the check.

### ATHLETICS

(STR; ARMOR CHECK PENALTY)

You can scale vertical surfaces, leap over obstacles, and swim.

Climb

As part of a move action, you can use Athletics to climb up, down,
or across a slope, a wall, or another steep incline. You can even
climb on a ceiling, provided it has handholds, but you cannot climb
on a perfectly smooth surface. On a successful check, you move at
half your land speed across such a surface. If you fail the check by
4 or less, you make no progress. If you fail by 5 or more, you fall.
You can’t take 20 on an Athletics check to climb. You need at least
two hands to climb, but you can cling to a wall with one hand while
you cast a spell, shoot a small arm, or take some other action that
takes only one hand. While climbing or clinging to a wall, you are
flat-footed. If you have a climb speed (see page 259), you receive
a +8 bonus to Athletics checks to climb and don’t need to attempt
Athletics checks to climb except in hazardous circumstances.
The DCs for Athletics checks to climb are based on the object
being climbed, but can also be adjusted based on environmental
circumstances such as gravity, winds, and surface conditions.
Such modifiers are cumulative; use all that apply.

Jump

As part of a move action, you can use Athletics to horizontally
or vertically jump a distance no greater than your remaining
amount of movement. If you take a 10-foot running start just
prior to the jump attempt, the DC is equal to the number of
feet you are attempting to jump horizontally, or four times
the number of feet you are attempting to jump vertically.

If you do not take a running start, the DC of the check doubles.
The DC is modified by the same environmental circumstances that
apply to Acrobatics checks to balance (see page 135). If you fail the
check, you fall. If you fail by 5 or more, you fall prone even if you
don’t take any damage from the fall. Creatures with a land speed of
35 feet or more gain a +4 bonus to Athletics checks to jump. This
bonus increases by 4 for every 10 by which a creature's land speed
exceeds 40 feet. You can’t take 20 on Athletics checks to jump.

Swim

As part of a move action, you can use Athletics to swim. On a
successful check, you move half your land speed through water
and similar fluids. If you fail the check by 4 or less, you make no
progress. If you fail by 5 or more, you sink beneath the surface
or sink deeper, and you must hold your breath or begin drowning
(see page 404). If you do not have a swim speed (see page 259),
for each hour you swim, you must succeed at a DC 20 Athletics
check or take 1d6 nonlethal damage from fatigue. If you have a
swim speed, you receive a +8 bonus to all Athletics checks to
swim and don’t need to attempt Athletics checks to swim except
in hazardous circumstances (see the table below).
The DCs for Athletics checks to swim are based on the
prevailing conditions, but can also be adjusted based on
environmental circumstances such as currents or the presence of
debris. Such modifiers are cumulative; use all that apply.

### BLUFF

(CHA)

You can use words and actions to create distractions,
misdirect your opponents, tell convincing lies, and pass along
secret messages.

Diversion

As a move action, you can use Bluff to create a diversion.
Your Bluff check is opposed by the Sense Motive check of the
creature you are attempting to beguile. If you succeed, you can
either attempt the hide task of Stealth as if you had cover or
concealment, or you gain a +10 bonus to perform the palm an
object task of Sleight of Hand (your choice). Occasionally, your
Bluff check might be opposed by several creatures (for instance,
if you are on a crowded space station promenade); in such cases,
the GM might decide to roll several Sense Motive checks, and you
succeed only against creatures with Sense Motive results lower
than your Bluff result.

Feint

As a standard action, you can use Bluff to feint in combat, enabling
you to treat your opponent as flat-footed for your next attack
against it before the end of your next turn. The DC of this check is
equal to either 10 + your opponent’s total Sense Motive skill bonus,
or 15 + 1-1/2 × the opponent’s CR, whichever is greater. You can’t
feint against a creature that doesn’t have an Intelligence score, and
you cannot take 10 or take 20 on a Bluff check to feint.

Lie

You can use Bluff to deceive someone or tell a convincing lie. A
quick, simple lie in combat is part of combat banter; otherwise,
telling a lie is at least a full action, but it can take longer if the lie
is elaborate, as determined by the GM. If the creature is suspicious
or attending carefully to your lie (as per the detect deception task
for Sense Motive), the check is opposed by the Sense Motive check
of the creature you are lying to; otherwise, the DC of this check
is equal to 10 + the creature’s total Sense Motive skill bonus. If
you succeed, the creature you are lying to believes you are telling
the truth, at least until confronted with evidence to the contrary.
The GM may determine that some lies are so improbable that it is
impossible to convince someone they are true.
The DCs for Bluff checks to lie are adjusted based on the target's
initial attitude toward you (see Diplomacy on page 139) as well as
other circumstances determined by the GM (such as the plausibility
of the lie).

Pass Secret Message

You can use Bluff to pass a secret message to an ally without
others understanding the message’s true meaning. Doing so
in combat is part of combat banter. The DC of this check is 15
for simple messages and 20 for more complex messages, as
determined by the GM. Those overhearing the message can
attempt an opposed Sense Motive check to learn the gist of the
message. You cannot take 20 on a Bluff check to pass a secret
message.

### COMPUTERS

(INT; TRAINED ONLY)

You can operate, manipulate, and hack into computer systems.
If you don’t have physical access to a computer system’s user
interface, you must use a hacking kit to access and manipulate
the system. Details of computers themselves begin on page 213.
Computers are set up to give one or more authorized users
“root access,” allowing them to access any information or
function of the computer as a standard action, with no need for
a Computers check. Firewalls can block off specific sections of a
computer and grant different users root access to those sections.
The base DC for many of the tasks of the Computers skill
is equal to 13 + (4 × the computer's tier). These DCs may be
adjusted by the GM to reflect other circumstances.

Access Unsecured System

You can use Computers to access an unsecured computer
system’s most basic functions. The DC to access the information
or functions of a public computer with no countermeasures or
firewalls is generally 10. Unlike other tasks of the Computers
skill, you can attempt to access a system untrained if you take
20 on the task, requiring 2 minutes. Secured computer systems,
and secured sections of an unsecured system, can be accessed
by making a Computers check to hack a system.

Craft Computer

If you have enough ranks in Computers, you can build
computers.

Create or Detect Forgery

You can use Computers to forge official documents. This takes
1d4 minutes. The GM rolls the Computers check to create a
forgery in secret, so you’re not sure how good your forgery is.
This check is opposed by the Computers check of anyone who
examines the document to determine its authenticity.
The DCs for Computers checks to detect a forgery are based
on the type of forged document as well as other circumstances
determined by the GM.

Destroy or Repair System or Module

You can use Computers to repair a computer system or module
that has been disabled, or destroy one that has been either
removed or disabled by spending 10 minutes per tier of the
computer system working on the computer. The DC is based on
the tier of the computer system. If you are repairing a disabled
module or system and you fail the check by 5 or more, you
accidentally destroy the module or system. You can’t take 20
on a Computers check to destroy or repair a computer system.

Detect Fake Shell

If you have access to a computer, but not root access, you may
actually only have access to a fake shell (a computer countermeasure
that grants access to fake files instead of real ones). If you succeed
at the check, you realize that you have accessed a fake shell. The
DC is based on the tier of the computer system.

Disable or Manipulate Module

A character with root access to a computer can disable or
manipulate a countermeasure or module as a standard action with
a DC 10 Computers check. If you have access (but not root access)
to a computer, you can attempt a Computers check to activate,
add, disable, or manipulate any countermeasure or module. If
you want to affect a countermeasure or module that is behind
a firewall, you must first hack the system (see below) to gain
access to it. Activating or disabling a countermeasure or module
generally takes a standard action. Adding or removing a module
generally takes 1 minute per tier of the computer. All of these
tasks have a DC equal to the DC to hack the system. You cannot
take 20 on a Computers check to disable or manipulate a module.
Gain Root Access
If you have access to a computer, you can attempt to upgrade
your authorization to gain root access. This works similar to
hacking the same computer, but the DC is 20 higher. In many
cases it is impossible to gain root access, and every task beyond
the computer’s basic functions must be attempted as a separate
check to destroy, repair, disable, or manipulate modules or
countermeasures. If a firewall has been set to have a different set
of authorized users with root access, you must gain root access
to it separately. Once you have root access to a computer, you can
alter who else is granted root access with a successful Computers
check to hack the system.

Hack System

You can use Computers to hack a computer system to which you
don’t already have access. Hacking a computer system typically
takes one full action per tier of the computer system. You can cut
this time in half (to a minimum of one full action) for every 5 by
which you increase the DC of the Computers check. If you succeed
at the check, you gain access to any part of the computer that is
not behind a firewall (see page 217). This allows you to use the
basic functions of the computer), and to make further checks that
require you to have access. Accessing parts of a computer behind
a firewall requires an additional Computers check for each firewall.
If you fail a Computers check to hack a system, you might
trigger a countermeasure, if one has been installed. If you take 20
on a Computers check to hack a system with countermeasures
without first disabling or destroying them, the countermeasures
are automatically activated.

### CULTURE

(INT; TRAINED ONLY)

You are a student of the vast number of known cultures in the
galaxy, and you have a deep and rich understanding of the
undercurrents of cultures and language in general. Each time
you take a rank in Culture, you learn to speak and read a new
language.

Decipher Writing

You can use Culture to decipher writing in an unfamiliar
language or a message written in an incomplete or archaic
form. It takes at least 1 minute to decipher approximately 250
words of writing or fewer. The GM often rolls Culture checks
to decipher writing in secret. If you succeed at the check, you
understand the general content of the text. If you fail, you don’t
understand the text. If you fail the check by 10 or more, you
entirely misconstrue the meaning of the text. You can’t take 20
on a Culture check to decipher writing unless you are trained in
the Computers skill and have access to an information network
or downloaded data set. In this case, there is no chance of
misconstruing the information presented in the writing.
The DCs for Culture checks to decipher writing are based on the
complexity of the text as well as other circumstances determined
by the GM.

Recall Knowledge

You can use Culture to recall knowledge about a culture’s customs,
laws, government, leaders, prominent inhabitants, legends, religion,
history, and related topics.

### DIPLOMACY

(CHA)

You can persuade others to be friendly toward you, resolve
conflicts and differences, and learn common knowledge and
rumors floating around a settlement.

Change Attitude

When you interact socially with another creature, that
creature has an initial attitude toward you. Attitudes fall
into five categories (from worst to best): hostile, unfriendly,
indifferent, friendly, and helpful. You can use Diplomacy to
change a creature’s initial attitude to a more positive one, but
at the risk of angering the creature and worsening its attitude
toward you if you fail. This is a language-dependent ability.
The creature must have an Intelligence of 3 or higher, and
you must spend at least 1 minute interacting and conversing
with the creature to change its attitude. The DC of this check
is equal to either 10 + your opponent’s total Diplomacy skill
bonus, or 15 + 1-1/2 × the opponent’s CR (or the encounter’s CR,
if you are trying to change the attitude of a group of creatures),
whichever is higher. The DC is modified by the creature’s
initial attitude and other circumstances, as
determined by the GM. If you succeed, the creature’s attitude
improves by one category (for instance, a hostile creature
becomes unfriendly). If you exceed the DC by 5 or more, you
can choose to spend 10 more minutes interacting with the
creature to improve its attitude by one additional category. If
you fail the check by 5 or more, you anger the creature, and
the creature’s attitude worsens by one category (for instance,
a friendly creature becomes indifferent).
Attacking a creature always worsens its attitude by
one category for each attack made, and may have other
consequences based on the creature’s current attitude.

Positively affecting a creature’s attitude takes time. You
typically can't use Diplomacy to positively change a creature’s
attitude by more than one category (or two categories if you
spend the extra time) within a 24-hour period, unless the GM
decides otherwise or you have an ability that allows you to do so.
The five categories of initial attitude are described below,
along with the effects of negatively changing each attitude.
Hostile

A hostile creature would rather attack you either physically
or verbally, than civilly converse with you. Most enemies
you meet are hostile. It’s often hard to talk diplomatically
with hostile creatures, though it can be done remotely (via
a communication device) or by avoiding combat with the
creatures while persuading them to listen to reason. If you
fail the Diplomacy check by 5 or more, you can’t attempt to
change a hostile creature’s attitude again for 24 hours.

Unfriendly

Unfriendly creatures are typically wary of you, or afraid you will
try to hurt them if they aren’t careful or fail to keep you at bay.
Unfriendly creatures become hostile when angered or attacked.

Indifferent

Indifferent creatures take little notice of you, but hold no ill
will against you. They don’t care about your plight, but may
give you simple advice or directions. Most creatures you meet
in everyday life or in settlements are indifferent. Indifferent
creatures become unfriendly when angered or attacked.

Friendly

Either due to a generally cheerful disposition or a predisposition
to like you, friendly creatures treat you with kindness and
respect. They may give you more-detailed advice or simple aid,
but generally won’t go out of their way to be helpful. If angered
or attacked, friendly creatures become indifferent and often
try to avoid further contact with you if possible.

Helpful

Helpful creatures are not only friendly, but desire to help
you, within reasonable means. Helpful creatures typically
give you more lengthy or difficult aid, or offer small services
that are readily available to them. When angered or attacked,
helpful creatures become friendly, but somewhat guarded, as
they are often confused by such reactions to their generosity.

The DCs for Diplomacy checks to change attitudes are
adjusted based on the creature’s initial attitude as well as other
circumstances determined by the GM.

Gather Information

You can use Diplomacy to gather information about a specific
topic or individual. You must spend at least 1d4 hours canvassing
people within a settlement or local region. If you succeed, you
learn something about that topic or individual, though the GM
may determine that some information is simply unknown to the
local people.
The DCs for Diplomacy checks to gather information are
based on the nature of the information being sought and may
be adjusted by the GM to reflect other circumstances, such as
bribes or gifts.

### DISGUISE

(CHA)

You are able to change your appearance to blend in and
deceive others, whether to infiltrate

Change Appearance

You can use Disguise to change your appearance with 1d3 ×
10 minutes of work with a disguise kit, by casting a spell such
as disguise self, or by using a technological device such as a
holoskin. The GM rolls the Disguise check in secret, so you’re
not sure how good your disguise is. This check is opposed by
the Perception check of anyone who might
realize that you are not who you appear to be. If you are not
drawing attention to yourself, other creatures do not usually
get to attempt a Perception check to pierce your disguise. If
creatures are being particularly alert for suspicious activity
(such as security personnel on a starship or space station),
it’s assumed that such observers are taking 10 on their
Perception checks.

The effectiveness of your disguise depends on how
much you’re changing your appearance. Without the aid of
transformative magic or technology that allows you to do
otherwise, you can use Disguise only to appear as a creature
that is your size or one size category larger or smaller than you.
This does not change your actual size or reach. Disguises are
general—you cannot disguise yourself as a specific person.
Certain magic spells, such as disguise self, grant you a +10
bonus to Disguise checks.

The DCs for Disguise checks are adjusted by the type of
disguise as well as other circumstances determined by the GM.

### ENGINEERING

(INT; TRAINED ONLY)

You can identify, build, repair, or disable technological devices;
assess the stability of structures and machinery; and properly
arm and disarm explosives. If you don’t have an engineering kit
when attempting an Engineering check, you take a –2 penalty
to the check.

Arm Explosives

You can use Engineering to arm an explosive using a detonator
(see page 218). This takes 1 minute to connect the detonator
and set the explosive. The DC of this check is typically 10. If
you fail the check, you can attempt to arm the explosive again.
If you fail the check by 5 or more, you trigger the explosive
prematurely.

You can also attempt to build an explosive more difficult to
disarm. To do so, choose a target disarm DC (the DC should be in
an increment of 5, with a minimum DC of 15). This DC becomes
your target DC to arm the explosive as well as the DC to disarm
the explosive (see Disable Device below).

Assess Stability

You can use Engineering to assess a structure or a piece of
machinery to determine its stability, usability, and structural
weak points. This takes 1 minute or more, and the DC is
determined by the GM.

Craft Tech Item

If you have enough ranks in Engineering, you
can create technological devices or items (including
computers).

Disable Device

You can use Engineering to disable a lock, a trap, or
a mechanical or technological device, or to disarm an
explosive, as long as the device is unattended and
you can access it. The amount of time
this takes depends on the complexity
of the device but typically requires at
least one full action. The DC of the check
is determined by the GM and is based on the complexity of the
device. For extremely complex devices or systems, the GM might
require multiple checks. The GM rolls the Engineering check to
disable a device in secret, so you don’t necessarily know whether
your attempt has succeeded or failed. If you succeed, you disable
the device. If you fail the check and discover your error, you can
attempt to disable the device again. If you fail the check by 5 or
more, something goes wrong. If the device is an explosive or a trap,
you trigger it. If you are attempting some sort of sabotage, you think
the device is disabled, but it still works normally.

You can also use the disable device task to rig a device to work
normally for a while, and then become disabled sometime later.
This increases the DC of the check by 5. If you want to leave no
trace of your tampering, the DC increases by an additional 5. If you
succeed at the check, you can rig the device to become disabled up
to 1 round later for each rank of Engineering you have. If you fail the
check by 5 or more, your efforts have the same effect as if you were
merely attempting to disable the device.
Due to the danger, you cannot take 20 on an Engineering check
to disable a device.
The DC for an Engineering check to disable a device is based on
the complexity of the device.

Identify Creature

You can use Engineering to identify constructs with the
technological subtype such as robots.

Identify Technology

You can use Engineering to identify the properties and uses of
technological items and devices such as starships and weapons,
as well as alien technology. Generally, a check is not required to
identify relatively simple technological items that are commonly
available in the Pact Worlds (such as those items presented in
Chapter 7). You can take 20 on an Engineering check to identify
technology, but only if you have a means of researching, such
as access to an information network or downloaded data set.
The DCs for Engineering checks to identify technology are
based on the item’s rarity.

Repair Item

You can use Engineering to repair a mechanical, technological,
or hybrid object or piece of equipment, as long you have access
to it. The amount of time this takes typically depends on the
complexity of the object. You can repair an object or piece of
equipment you crafted in half the usual time. The DC of the
check is determined by the GM and based on the complexity of
the object. If you succeed, you restore a number of Hit Points
equal to the result of your Engineering check. If you fail the
check by 10 or more, you damage the object further, dealing
1d4 damage to it; this damage can’t reduce an item to fewer
than 1 HP.

If the object or piece of equipment is damaged but not
broken, you can repair it at no cost. If it is broken but not
destroyed, you must spend 10 UPBs per item level (see page
233; assume a simple item has an item level of 1) each time you
attempt to repair it. A destroyed object or piece of equipment
can’t be repaired with the Engineering skill.
You can’t take 20 on an Engineering check to repair an item
or object.

The DC for an Engineering check to repair an item is based
on the complexity of the object. The following chart provides
base DCs by complexity and examples of such items. The GM
may adjust these DCs and times to reflect other circumstances.

### INTIMIDATE

(CHA)

You can rattle your foes or bully them to do what you want with
verbal threats or displays of prowess.

Bully

You can use Intimidate to bully a creature to temporarily change
its attitude to helpful. This is a
language-dependent, sense-dependent ability. You must spend
at least 1 minute conversing with the creature. The DC of this
check is equal to either 10 + your opponent’s total Intimidate skill
bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If
you succeed, the creature gives you information it has that you
want, takes actions that do not endanger it, or grants limited
assistance that you request, but does so under duress. Such a
change in attitude lasts for 1d6 × 10 minutes. At the end of this
time, the creature’s attitude toward you becomes unfriendly. If
you fail the check by 5 or more, the creature’s attitude becomes
unfriendly, or hostile if it was already unfriendly. If the creature
becomes unfriendly due to a failed check, it is likely to try to
deceive you or otherwise hinder your goals.

Demoralize

As a standard action, you can use Intimidate to cause a
creature within 30 feet of you to become shaken for a number
of rounds. This is a sense-dependent ability. The DC of this
check is equal to either 10 + your opponent’s total Intimidate
skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is
greater. If you succeed, the target is shaken for 1 round. The
duration increases by 1 round for every 5 by which the result
of your check exceeds the DC.

### LIFE SCIENCE

(INT; TRAINED ONLY)

You are educated in the scientific study of living things, from
the smallest organisms to the largest biological systems.

Craft Drug, Poison, or Medicinal

If you have enough ranks in Life Science, you can create drugs,
poisons, and medicinals.

Craft Food or Drink

If you have enough ranks in Life Science, you can create food
and drink items.

Identify Creature

You can use Life Science to identify aberrations, animals,
humanoids, monstrous humanoids, oozes, plant creatures, and
vermin

Recall Knowledge

You can use Life Science to recall knowledge about bioengineering,
biology, botany, ecology, genetics, xenobiology, zoology, and
other fields of biological science

### MEDICINE

(INT; TRAINED ONLY)

You have knowledge of the biology of many species and can
treat a number of different types of wounds and ailments. The
DCs of most Medicine tasks are based on the type of equipment
used

First Aid

As a standard action, you can use Medicine to stop bleed
damage or administer first aid to a dying creature that you can
touch. The DC of this check is 15. If you succeed at the check,
the creature stops dying and becomes stable, or the bleed
damage ends. Unlike with other tasks of the Medicine skill, you
can attempt the first aid task untrained. You can’t take 20 on a
Medicine check to administer first aid.

Long-Term Care

You can use Medicine to provide long-term care to a living,
wounded creature. This can take a day or more, requires a
medical lab or a medical bay on a starship, and has a DC of 30.
If you succeed at the check, the patient recovers Hit Points
and ability score damage (as well as recovers from poison
states) at twice the normal rate. If you exceed the DC by 10 or
more, the patient recovers Hit Points and ability score damage
(as well as recovers from poison states) at three times the
normal rate. You can tend as many as six patients at a time,
attempting a check for each one each day to determine the
rate of healing. You cannot take 20 on a Medicine check to
provide long-term care.

Long-Term Stability

You can use Medicine to tend a creature that is unconscious
but stable, ensuring that it doesn’t die while it remains
unconscious. Each hour, before the unconscious creature
attempts its Constitution check, you can attempt a DC 15
Medicine check. If you succeed, the unconscious creature can
treat its Constitution check result as if it were 10, allowing the
creature to attempt another Constitution check the following
hour.

Treat Deadly Wounds

You can use Medicine to restore Hit Points to a living, wounded
creature. This takes 1 minute, and the DC is based on the medical
equipment used. If you succeed at the check, you restore 1 Hit
Point per level or CR of the creature you are treating. If you
exceed the DC by 5 or more, you add your Intelligence modifier
to the amount healed. A creature can receive this treatment
only once every 24-hour period, unless it is delivered in a
medical lab. Most medical labs allow you to treat a creature’s
deadly wounds at least twice per day.

Treat Disease

You can use Medicine to treat a creature suffering from a
disease. This takes 10 minutes and requires a medkit, a medical
lab, or a medical bay on a starship. Every time the diseased
creature attempts a saving throw against the disease, you can
attempt a Medicine check. If your result exceeds the DC of the
disease, the creature receives a +4 bonus to its saving throw
against the disease.

Treat Drugs or Poison

As a standard action, you can use Medicine to treat a drugged
or poisoned creature. This requires a medkit, a medical lab, or
a medical bay on a starship. Every time the creature attempts
a saving throw against the drug or poison, you can attempt a
Medicine check. If your result exceeds the DC of the drug or
poison, the character receives a +4 bonus to its saving throw
against the drug or poison.

### MYSTICISM

(WIS; TRAINED ONLY)

You are educated in the fields of magic, religion, the planes, and
spellcasting, and so can identify magic items and spells and
make magic items yourself.

Craft Magic Item
If you have enough ranks in Mysticism, you can create magic
items.

Disable Magic Device

You can use Mysticism to disable a magical trap or other magical
item. This functions as the disable device task of the Engineering
skill, and the DC of the check is based on the trap itself. You can’t
take 20 on a Mysticism check to disable a magic device.

Identify a Spell Being Cast

If you can clearly observe a spell being cast, you can use
Mysticism to identify the spell. The DC of this check is equal to
10 + 5 × the level of the spell being cast. This does not require
an action. You can’t take 10 or 20 on a Mysticism check to
identify a spell.

Identify Creature

You can use Mysticism to identify constructs with the magical
subtype, dragons, fey, magical beasts, outsiders, and undead

Identify Magic Item

As part of the action to cast detect magic, you can use Mysticism
to identify the properties and command words of magic items.
The DC of this check is equal to 15 + 1-1/2 × the item level. You can
usually attempt a Mysticism check to identify a magic item only
once per 24-hour period; further attempts within that period fail.
However, casting an identify spell allows you to attempt a second
check in the same 24-hour period and grants you a +10 insight
bonus to the check. If you have the time, you can take 20 to
attempt another check to identify a magic item in the same 24-
hour period, but only if you can perform research, such as with
access to an information network or downloaded data set.

Recall Knowledge

You can use Mysticism to recall knowledge about alchemical
theory, arcane symbols, deities, magic traditions, the planes,
religious traditions and symbols, and related topics

Repair Item

You can use Mysticism to repair a magical or hybrid piece of
equipment, as long you have access to it. This typically takes
1 hour. You can repair a piece of equipment you crafted in half
the usual time. The DC of the check is equal to 15 + 1-1/2 ×
item level. For a magical object without an item level, the GM
determines the DC and the amount of time it takes to repair
the object based on the object’s complexity (see the repair item
task of the Engineering skill on page 142 for guidelines). If you
succeed, you restore a number of Hit Points equal to the result
of your Mysticism check. If you fail the check by 10 or more,
you damage the item further, dealing 1d4 damage to it; this
damage can’t reduce an item to fewer than 1 HP.

If the piece of equipment is damaged but not broken, you
can repair it at no cost. If it is broken but not destroyed, you
must spend 10 UPBs per item level (see page 233) each time
you attempt to repair it. A destroyed piece of equipment can’t
be repaired with the Mysticism skill.
You can’t take 20 on a Mysticism check to repair an item or
an object.

### PERCEPTION

(WIS)

You can use all of your senses (hearing, taste, touch, sight, and
smell) to notice danger, pick out fine details, and search for
hidden objects or creatures.

Notice

You can use Perception to notice things happening around you.
This is the most basic task of the Perception skill. It can be used
for a variety of reasons determined by the GM. You might attempt
a Perception check to see if you can act in a surprise round, to
spot something important out of the corner of your eye, or to
realize there are hidden creatures nearby (though you can’t notice
a creature that is invisible unless it makes itself known)

A Perception check to notice usually does not involve
taking an action, though you must be conscious and have the use
of at least some of your senses to do so. The GM determines the
DC. You cannot take 20 on a Perception check to notice things.
The DCs for Perception checks to notice things are determined
by the GM based on the circumstances and may be adjusted to
reflect other conditions.

Pierce Disguise

As a move action, you can use Perception to recognize that a
creature has changed its appearance. Sometimes, if you are being
particularly alert for those in the area who might be in disguise,
the GM might allow you to do this without taking an action. This
check is opposed by a Disguise check attempted by the disguised
creature. If you succeed, you realize the creature is disguised and
not who it seems, but not necessarily who or what the disguised
creature is beneath that disguise. If the disguised creature is
impersonating a particular individual that you know, the GM
might grant you a bonus to your Perception check.

Divination magic or scanners that allow you to see through
illusions or holograms do not penetrate mundane and low-tech
disguises, but they can negate illusory or holographic components
of a disguise.

The DCs for Perception checks to pierce a disguise are adjusted
according to how familiar the observer is with the particular
individual the disguised creature is masquerading as, as well as
other circumstances determined by the GM.

Search

As a move action, you can use Perception to search for
something in particular, such as finding an invisible creature
that has made itself known or a hidden creature you know is
in the area, or looking for nearby traps or hazards. You can
also search an area to find anything of interest that might
be hidden or is otherwise not immediately noticeable, such
as concealed cargo compartments or hidden treasure. In that
case, it takes 1 minute to search an area no more than 20 feet
by 20 feet (or smaller, if the GM rules the area is particularly
cluttered or complex). The DC is determined by the Stealth
check of the creature, by the trap or hazard involved, or by the
GM. If you are not in combat, you can take 20 on a Perception
check to search.

The DCs for Perception checks to search may be adjusted
by the GM based on the circumstances and to reflect other
conditions.

### PHYSICAL SCIENCE

(INT; TRAINED ONLY)

You are educated in the scientific study of non-living systems,
from the tiniest atoms to the largest celestial bodies.

Craft Drug, Poison, or Medicinal

If you have enough ranks in Physical Science, you can
create drugs, poisons, and medicinals.

Recall Knowledge

You can use Physical Science to recall knowledge about
astronomy, chemistry, climatology, geography, geology,
hyperspace, meteorology, oceanography, physics, and other
fields of natural science.

### PILOTING

(DEX)
You know how to drive vehicles, pilot starships, and navigate.
Fire Starship Guns

When attempting a gunnery check during starship combat, you can use either your ranks in Piloting or your base
attack bonus to calculate the attack roll.

Navigate

You can use Piloting to navigate or astrogate. This lets you
direct your vehicle or ship in your desired heading and to
plot longer courses. Plotting a course to a star system you
have visited frequently usually requires a successful DC
10 Piloting check and takes 10 minutes. Plotting a course
to a less familiar star system is more difficult and requires
information about the destination system; navigation is also
more difficult if you are currently lost.

If you fail the check to chart a course between star
systems by 9 or less, you realize that you have plotted a
faulty course and must attempt the check again before you
can make the journey. If you fail the check by 10 or more,
you aren’t aware that your calculations are erroneous, and it
takes longer than normal for you to reach your destination
(usually 1d6 additional days for Drift travel). At the GM’s
discretion, you might instead arrive in an unfamiliar
star system (plotting a course from there to your actual
destination usually requires a successful DC 25 Piloting
check), or when you arrive at your intended destination,
your starship’s engines may have gained the glitching
critical damage condition.

Your familiarity with a region of space or a planet
determines the DC of Piloting checks to navigate or
astrogate. The GM can modify these DCs (usually by 5 to
10) based on the amount of information available about your
starting location and destination, and whether the location is
particularly difficult to navigate (such as a trackless desert
or a strange nebula).

Pilot a Starship

If you take the pilot role in starship combat, you use your Piloting
skill to maneuver, attempt stunts, and otherwise fly the starship.

Pilot a Vehicle

When piloting a vehicle, you attempt Piloting
checks to safely race at full speed, pull off maneuvers, engage
in vehicular combat, and maneuver in a chase. More advanced
vehicles are harder to pilot, so the DCs of most checks for
piloting a vehicle increase with the vehicle’s item level.

### PROFESSION

(CHA, INT, OR WIS; TRAINED ONLY)

You are skilled in a specific job, specialty, or creative art. You
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.

Profession is actually a number of separate skills. You could
have several Profession skills, each with its own ranks. While
skills like Culture, Life Science, Mysticism, and Physical Science
represent highly specialized fields of study, a Profession skill
represents an aptitude in a vocation requiring a broader range
of less specific knowledge.

When you put ranks in a Profession
skill, you must choose the ability score keyed to that skill:
Charisma, Intelligence, or Wisdom.

Common Charisma-based
Profession skills include actor, artist, comedian, con artist,
courtesan, dancer, musician, orator, poet, politician, video
personality, and writer.

Common Intelligence-based Profession
skills include accountant, archaeologist, architect, corporate
professional, electrician, lab technician, lawyer, mathematician,
philosopher, professor, psychologist, and vidgamer.

Common Wisdom-based Profession skills include bounty hunter, cook,
counselor, dockworker, farmer, gambler, general contractor,
herbalist, maintenance worker, manager, mercenary, merchant,
miner, and smuggler.

A Profession skill should not overlap with existing skills.
For example, if you want to play a scientist, you should put
ranks into Life Science or Physical Science rather than create
a Profession (scientist) skill. The GM is the final arbiter of what
is a good choice for a Profession skill and what ability score a
given Profession skill is keyed to.

Different professions are considered different skills for
the purpose of how many ranks you can have each level. For
example, a 4th-level character could have 4 ranks in both
Profession (dockworker) and Profession (vidgamer).

Earn a Living

You can use Profession to earn money. A single check
generally represents a week of work, and you earn a number
of credits equal to double your Profession skill check result.
At the GM’s discretion, you can use other skills (such as
Computers or Engineering) to earn a living following the
same guidelines.

Recall Knowledge

You can use Profession to recall knowledge about your profession
and related topics
.

### SENSE MOTIVE

(WIS)

You can detect falsehoods and gain glimpses of the true intentions
of creatures with which you interact.

Detect Deception

You can use Sense Motive to determine whether something
just said to you was a deception or lie. At any time, if you
doubt something another creature is telling you, you can
request the GM to allow you to attempt a Sense Motive check
to determine whether it is deceiving you. Doing so in combat
is part of combat banter; otherwise, it’s a move action. Your
Sense Motive check is opposed by that creature’s Bluff check.
If you succeed, you realize that you are being deceived or
that a lie is being told, but not how it is untrue, nor does it
let you know the truth. If you fail (or if no deception or lie is
being made), you believe that the speaker doesn’t seem to be
deceiving you. Failing the check by 5 or more may mean (at the
GM’s discretion) you believe that a truthful statement contains
deceptions or that a lie or deception is a truthful statement.

Discern Secret Message

If you overhear or otherwise intercept a secret message, you
can use Sense Motive to learn the gist of its true meaning. Doing
so in combat is part of combat banter. Your Sense Motive check
is opposed by a Bluff check attempted by the creature passing
the secret message. If you succeed, you learn the information
contained in the secret message. If you fail (or if there is no
secret message), you don’t detect any hidden meaning in the
message. If you fail the check by 5 or more, you might infer
false information, as determined by the GM. Often, the GM rolls
these checks in secret and informs you of the results.

Sense Mental Effect

You can use Sense Motive to ascertain whether another
creature within 30 feet is affected by a mental effect, even if
the creature is unaware of the effect. You must spend at least
1 minute interacting with the creature. The DC of this check is
typically 25, but it can be higher or lower based on how overt
the manifestation of the mental effect is, as determined by
the GM. Knowing that a creature is under a mental effect does
not automatically determine the nature of the mental effect,
though outward signs and the subtleties of behavioral change
may provide enough clues to attempt an Intelligence-based
skill check or an Intelligence check to determine the nature of
the mental effect, at the GM’s discretion.

### SLEIGHT OF HAND

(DEX; ARMOR CHECK PENALTY; TRAINED ONLY)

You can hide small objects, pick pockets, and accomplish other
feats of manual dexterity without being noticed.

Entertain

You can use Sleight of Hand to entertain an audience, as if
you were using the earn a living task of the Profession skill.

Hide Object

As a standard action, you can use Sleight of Hand to hide
a small object (including a small arm or a one-handed
melee weapon with light bulk) on your body. The check is
opposed by the Perception check of anyone observing you
or searching your body. In the latter case, the searcher gains
a +4 bonus to the check. Especially small objects or those
created to be easy to hide can grant up to a +4 circumstance
bonus to your Sleight of Hand check to hide an object on
your person, as can compartments in clothing or armor
made to facilitate such hiding. Retrieving a weapon or object
hidden on your person is a standard action.

Palm Object

As a standard action, you can use Sleight of Hand to
palm a small object no larger than a small communicator
or memory stick. The check is opposed by the Perception
checks of anyone nearby who could notice the attempt. If
you successfully use the Bluff skill to create a diversion,
you gain a +10 bonus to this check (see Bluff on page 137).
If you fail, you still palm the object, but not without being
noticed by those whose Perception check results exceed
your Sleight of Hand result. You can’t take 20 on a Sleight of
Hand check to palm an object.

Pick Pocket

As a standard action, you can use Sleight of Hand to steal an
object from another creature. The DC of this check is usually
20, but it can be modified by any precautions the object’s
wearer has taken, as determined by the GM. Whether you
succeed or fail, the object’s wearer can attempt an opposed
Perception check against your Sleight of Hand result to notice
the attempt. You cannot usually attempt this task during
combat, and you can’t take 20 on a Sleight of Hand check to
pick pockets.

### STEALTH

(DEX; ARMOR CHECK PENALTY)

You can stay hidden and move silently to avoid detection,
allowing you to sneak past foes or strike from an
unseen position.

Hide

You can use Stealth to hide if you have either cover or
concealment (or a special ability that allows you to hide in
plain sight), or if you have successfully created a diversion
with the Bluff skill. You can attempt a Stealth check to hide
either as a move action (if you are planning to stay immobile)
or as part of a move action. If you move at a rate of half your
speed or less, you take no penalty to your Stealth check. If
you attempt to hide while moving more than half your speed
or after creating a diversion with Bluff, you take a –10 penalty
to your Stealth check; these penalties are cumulative if you
do both. The check is opposed by the Perception checks of
creatures in the area that might detect you.
A creature that
fails the opposed skill check treats you as if you had total
concealment as long as you continue to have actual cover or
concealment. A creature that succeeds at the opposed skill
check either sees you or pinpoints you in
situations when you have total concealment. If you lose actual
cover or concealment during your turn, you can attempt to
stay hidden, but only if you end your turn within cover
or concealment.

Invisibility and Hiding

If you are invisible or benefit from total concealment, you
gain a +40 bonus to your Stealth check as long as you remain
immobile. You are considered immobile if it is your turn and
you have not yet moved or if you have not moved since the
start of your last turn. If you are invisible but not immobile,
you instead gain a +20 bonus to your Stealth check.
Typically, a creature cannot attack you if you are invisible
or have total concealment unless the creature pinpoints you
with a successful Perception check. (Invisible creatures can
still be heard, smelled, and felt, and might do something to
make themselves known to those who succeed at Perception
checks) Even then,
the attacking creature has a 50% miss chance against the
pinpointed creature.

Attacking from Hiding

If you are successfully hiding from a creature, that creature
is considered flat-footed for the purpose of your first attack
from hiding. If you remain invisible after your first attack,
that creature is considered flat-footed against your attacks
until it succeeds at a Perception check to locate you or until
you become visible.

Sniping

If you have already successfully used Stealth to hide from a
creature that is at least 10 feet away, you can briefly pop out of
cover or concealment and make a single ranged attack against
that creature. As long as you can reenter cover or concealment,
you can attempt a Stealth check to hide again as part of that
attack with a –20 penalty.

### SURVIVAL

(WIS)

You can survive in and make your way safely through almost
any kind of wilderness, follow trails and tracks, deal with wild
animals, and ride tamed ones.

Endure Severe Weather

You can use Survival to better withstand the effects of severe
weather. Typically, one check determines the success of your
efforts for a single day. If you succeed at the check, you gain
a +2 bonus to Fortitude saving throws against severe weather
while moving up to half your overland speed, or a +4 bonus
if you remain stationary and build a temporary shelter. You
can grant this bonus to one other creature for every 1 point by
which your result exceeds the DC. You can’t take 20 on Survival
checks to endure severe weather.

Follow Tracks

You can use Survival to either find tracks or follow tracks you
have found for 1 mile or until they become difficult to follow,
whichever occurs first. Finding tracks requires a full action. If
you move at half your speed or less, you take no penalty to
your Survival check. You can move at your full speed with a –5
penalty to the check or at twice your normal speed with a –20
penalty to the check.

The base DCs for Survival checks to follow tracks depend
on the surface and are adjusted based on prevailing conditions
and the group being tracked; such modifiers are cumulative.
The GM may further adjust DCs to reflect other circumstances
such as the number of creatures being tracked, local gravity,
and weather conditions.

Handle an Animal

As a move action, you can use Survival to improve the attitude
of an animal with an Intelligence score of 1 or 2. This functions
just like a Diplomacy check to change a person’s initial attitude,
but it is not language-dependent. A typical domesticated animal
has a starting attitude of indifferent, while wild animals are
usually unfriendly.

Live Off the Land

You can use Survival to keep yourself and others fed in the
wild by hunting and foraging, enabling you to move up to
half your overland speed without needing food and water
supplies. Typically, one check determines the success of your
efforts for a single day. You can provide food and water for one
other character for every 2 points by which the result of your
check exceeds 10. In some cases, an environment may be so
inhospitable (such as an airless asteroid) that it is impossible
to live off the land. You can’t take 20 on Survival checks to live
off the land.

Orienteering

Once each hour while traveling through unfamiliar terrain and
each time you move close to a natural hazard such as quicksand
or patches of poisonous atmosphere, you can use Survival to
keep from getting lost or to notice or avoid the hazard.

Predict Weather

You can use Survival to predict the weather up to 24 hours
in advance. You must spend at least 1 minute observing the
surrounding area and its current weather patterns. You can
predict the weather an additional day in advance for every 5
points by which your result exceeds 15. You can’t take 20 on
Survival checks to predict weather.

Rear a Wild Animal (Trained Only)

You can use Survival to raise a wild animal from infancy so that it
becomes domesticated. At the GM’s discretion, you might be able
to use this task to rear wild creatures other than animals. Rearing a
wild animal typically takes months or even years. If you succeed
at the check at the end of this time, the animal is domesticated
and has an initial attitude of friendly toward you. You can rear as
many as three animals of the same kind at one time.

Ride a Creature

You can use Survival to ride an animal or another beast as a
mount. The most typical actions while riding a creature don’t
require checks. As a move action, you can either mount, ride
(using the mount’s speed instead of yours), or dismount from a
creature. Saddling a creature typically takes at least 1 minute,
but the process could take longer if you’re using an unusual
saddle or mount.

The following actions do require Survival checks.
Control Mount in Battle

You can attempt to control a mount not normally trained for
combat while in battle. This is part of whatever action you
are attempting to have the mount accomplish. If you fail the
check, you lose that action.

Cover

As a swift action, you can drop down and hang alongside
your mount, using it as cover. You can’t attack or cast spells
while using your mount as cover. If you fail the check, you
don’t gain the benefit of cover, and you can’t attack or cast
until you use a move action to pull yourself back up. Pulling
yourself back up doesn’t require a check.

Fast Mount or Dismount

You can attempt to mount or dismount from a creature as a
swift action instead of a move action.

Fight from a Combat-Trained Mount

When you direct a mount trained for combat into battle, you
must attempt a Survival check to ride as a swift action. If you
succeed at the check, you can still make your own attacks as
normal, along with any attacks the mount can make. If you
fail the check, either you or your mount can make attacks,
but not both.

Guide with Knees

As part of a move action to ride a creature, you can guide it
with your knees, keeping both of your hands free. If you fail
the check, you must use one hand to guide your mount.

Leap

As part of a move action, you can guide your mount to
leap over an obstacle. If you succeed at the check, the
mount must still succeed at an Athletics check to jump,
but it can use your ranks in Survival in place of its ranks
in Athletics, if that number is greater. If you fail the initial
Survival check, you fall off the mount when it leaps and
take the appropriate falling damage or 1d6 falling damage,
whichever is greater.

Soft Fall

As a reaction, you can reduce the damage you take from a fall
off your mount (see page 400). With a successful check, you
reduce the damage you take form the fall by 1d6.

Spur Mount

As a move action, you can attempt to spur your mount to
greater speeds. If you succeed at the check, the mount’s
speed increases by 5 feet for that move action, but the mount
takes 1d3 damage whether or not the check succeeds or fails.
You can use this ability as often as you want, but if you fail
the check by 5 or more, the mount becomes fatigued. You
cannot spur a fatigued mount.

Stay Mounted

As a reaction, you can try to avoid falling off your mount
when your mount rears or bolts unexpectedly, or when you
take damage.

The base DCs for Survival checks to ride a creature depend on
the attempted action and apply to riding the most common types
of creatures and animals. At the GM’s discretion, dangerous or
exotic beasts or those ill-suited for use as mounts can increase
the DC of Survival checks to ride them by anywhere from 2 to
10. If you ride a creature bareback, you take a –5 penalty to
Survival checks to ride or control that mount.