Quick Rules Stuff

## Skills

* Acrobatics (Dex)
* Athletics (Str)
* Craft (by specialty) (Int)
* Disguise (Int)
* Handle Animal (Cha)
* Heal (Wis)
* Knowledge (by specialty) (Int)
* Linguistics (Int)
* Perception (Wis)
* Perform (Cha)
* Persuasion (Cha)
* Piloting (Int or Dex)
* Profession (by specialty) (varies)
* Security (Int)
* Sleight of Hand (Dex)
* Stealth (Dex)
* Survival (Wis)
* Use Device

**Appraise** is folded into **Craft**. You can make an untrained Craft check for the purposes of appraising an item, or for the purposes of crafting an item with a DC of 10+ your Int Mod or less.

**Balance, Escape Artist, Jump and Tumble** are combined into **Acrobatics.**

**Bluff, Diplomacy, Gather Information and Intimidate** are combined into **Persuasion.**

**Climb and Swim** are combined into **Athletics**, which also functions as the **Jump** skill.

**Concentration** is now a **caster level** check you add your casting stat to.

**Decipher Script** is now **Linguistics**, and includes Speak Language. You can devote points of Linguistics to learning a language, and exceed your max ranks in this way, but ranks beyond your max do not count towards your bonus, and points devoted to learning a language count only half (so two points devoted to languages give you another rank in Linguistics). Linguistics also handles computer and magical languages.

**Disable Device** is now **Security,** which includes **Open Lock,** and covers both physical and computer systems. It handles both sides of security tasks, performing them and breaking them.

**Forgery** is a **Craft** specialty.

**Handle Animal** now also functions as **Ride**

**Hide** and **Move Silently** become **Stealth**

**Knowledges**

* **Arcana** (standard stuff, also starcasters and spelljamming helms. Spellcraft is rolled in.)
* **Architeture and Engineering** (standard stuff, also mechanical engineering and general structure building)
* **Computers and Systems**
* **Esocology** (Combines Dungeoneering and Planes. If it's a weird environment, or comes from a weird environment, and isn't covered by Arcana, it's handled with this.)
* **Geography** (Lands, terrain, climate, people. This works for most planets. Esocology covers really out there planets)
* **History** (Choose a domain- Earth, Dragon Empire, Elven Kingdoms, etc. Two ranks buys a second domain. **Local** is rolled in.)
* **Nature** (As Geography. Covers "normal" planets. Weird planets use Dungeoneering and Planetology)
* **Nobility and Politics** (Covers the usual stuff for Nobility and Royalty, but renamed for all sorts of governments and all aspects of politics)
* **Religion** (as standard)

**Perception** rolls together **Listen, Search, Sense Motive** and **Spot.**

**Use Device** handles all kinds of phlebotinum. Magical devices, psionic devices, technological devices and weird alien devices of unknown species all get handled with Use Device. Also covers Use Rope because holy crap is Use Rope niche.

## Spheres

### Sun

* **Granted Power:** You are immune to the environmental effects of walking on the sun side of a planet. This includes anything like those effects encountered elsewhere (environmental heat, solar radiation).
* **1st:** Burning Hands
* **3rd:** Flaming Sphere
* **5th:** Daylight
* **7th:** Fire Shield
* **9th:** Wall of Fire
* **11th:** Sunbeam
* **13th:** Sunburst
* **15th:** Fire Storm
* **17th:** Solar Flare (refluffed Meteor Swarm)
* **19th:** Prismatic Sphere