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.

 Attitude
  Hostile
  Unfriendly
  Indifferent
  Friendly
  Helpful

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.

  Give simple advice or directions
  Give
 detailed advice
  Give simple aid
  Reveal an
 unimportant secret
  Give lengthy or complicated aid
  Give
 Dangerous Aid
  Reveal an important secret
  Give aid
 that could result in punishment
  Additional requests

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
  Stay in saddle
  Fight with combat-trained mount
  Cover
  Soft fall
  Leap
  Spur mount
  Control mount
 in battle
  Fast mount or
 dismount

*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.