Skills in Greyhawk Season 2

Greyhawk Season 2 uses a modified, shortened list of Pathfinder skills. Below is a full list, followed by short descriptions of what they do-

## Skill Descriptions

**Acrobatics (Dex)** covers Balance, Escape Artist, Jump and Tumble checks.

**Athletics (Str)** covers Climb and Swim, and can be used for Jumps instead of Acrobatics.

**Craft (Int)** covers creating and repairing physical items and determining the value of such items. When taking Craft, select a specialty, which can be roughly any field of work which creates a physical object or a piece of art, examples include alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, forgery, glass, jewelry, leather, locks, paintings, poetry, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons. In addition to creating and repairing such items, you can also appraise the value of that sort of item.

You can make an untrained Craft check for the purposes of appraising or crafting an item if the DC would be equal to or less than 10+your int mod.

**Disguise (Cha)** covers the creation of physical disguises.

**Handle Animal (Cha)** covers the handling of animals, including raising and riding them.

**Heal (Wis)** covers mundane healing, whether first aid, surgery, or overseeing recovery.

**Knowledge (Int)** is broken down into specialties, each with their own purview. Knowledge can be used untrained for rolls with a DC equal to or less than 10+your int mod.

* **Arcana** is the study of aberrations, ancient mysteries, magical traditions, arcane symbols, constructs, dragons, magical beasts, oozes, ruins, undead, and spellcraft
* **Architecture and Engineering** is the study of buildings, fortifications, and mechanisms
* **Geography** is the study of lands, terrain, climate, and people
* **History** is the study of events in the past, and covers a basic knowledge of a given area, typically that which the character is from (as Knowledge Local)
* **Nature** is the study of animals, fae, plants, seasons and cycles, natural weather, and natural environments.
* **Politics** is the study of diplomatic relations, influential persons, and notable lineages
* **Small Magic** is knowledge of the various superstitions and charms of Zichduszek and how to use them (Class skill for Alchemist, Barbarian, Bard, Druid, Ranger, Witch, and hybrid classes of those)
* **Theology** is the study of religion and the planes

**Linguistics (Int)** covers the ability to speak various languages and decipher pieces of text. You speak one additional language for every two ranks of Linguistics, minimum one.

* **Common--** Essentially a trade pidgin that allows people of other cultures to make do. Humans have managed to create a fuller language from it, but even then, it's basically a pidgin that humans from different regions can use to communicate.
* **Elven**
* **Dark Elven--** A drow dialect of Elven.
* **Derrosh--** The language of the dark dwarves of the underdark.
* **Dwarven**
* **Halfling**
* **Gnomish**
* **Kech--** The language of the Kech, evil forest creatures that are like leafy demonic babboons.
* **Orcish**
* **Tlaman--** The language of the Hepmonaland Yuan-ti, heavily based on Olman, to the extent that an Olman speaker can broadly understand it.
* **Undercommon--** The trade pidgin of the Underdark, heavily based on Drow Elven.
* **Undersign--** A sign language used by the Drow, and the rare underdark inhabitant who has trained with them.

**Regional Languages**

* **Baklunish**
	+ **Ancient Baklunish--** One of the ancestors of Common, sometimes used for formal and commercial dealings today, as well as official, religious, and literary documents west of the Yatil Mountains.
	+ **Low Baklunish--** A descendant of Ancient Baklunish used in the contemporary era.
* **Flan**
	+ **Druidic--** A secret language spoken by druids across the Flanaess. It has many similarities to Flan and may have evolved from it.
	+ **Ur Flan--** The ancient language of the Flan.
* **Oeridian--** The original language of the Aerdi, who wrote many of their books, records and holy texts in Old Oeridian. Old Oeridian is also the primary language of literature in the Flanaess, but is hardly spoken anymore.
	+ **Ferral--** A secret language used by the officials of the Iron League.
	+ **Velondi--** A tribal dialect of Oeridian spoken along the Furyondy-Veluna border, with no written form.
	+ **Keolandish--** A dialect of Old Oeridian spoken around Keoland, Gran March, and the Yeomanry.
* **Olman--** The language of the Hepmonaland. While "true" Olman is over 2000 years old, and rarely spoken today, its dialects and child languages live on.
	+ **Etlani--** A Cuheutlan mix of Olman and Touv, written like the latter but spoken more like the former. Speakers of either parent language can mostly understand it.
	+ **Ralat--** A Hepmonaland trade pidgin based on Touv, Olman, and Rasol.
	+ **Xolasa--** A Xolapeqan dialect of Olman with some Rasol influences. It sounds like Suloise, but is incomprehensible to Suloise speakers.
* **Rhopan--** The secret language of the Rhennfolk. Largely regarded as a cant, due to it loaning many words to true criminal argots.
* **Suloise--** An ancient widespread language that became nearly extinct after the destruction of the Suel Imperium. Now, it is largely spoken only by the Scarlet Brotherhood, occasional scholars, and, oddly, lawyers in Greyhawk.
	+ **Amedi--** A corrupt form of Ancient Suloise spoken in the Amedio Jungle.
	+ **The Cold Tongue--** A strong dialect of Suloise with Flan influences mostly spoken by the barbarian tribes of the north east.
	+ **Lendorian--** An obscure dialect of Suloise spoken in the Lendore Isles, where it is a secondary language to Common. It is comprehensible to both Suloise and Common speakers, and mainly used by sea farers.
	+ **Leraran Suloise--** A corrupt form of Ancient Suloise with influences from Drow Elven that is broadly intelligible to speakers of Ancient Suloise.
	+ **Rasol--** A derivation of Ancient Suloise used in Hepmonaland, mostly in Zar, Lerga, Sharba, and Sharbakal.
* **Touv--** A Hepmonaland language that is a step up from a trade pidgin, created by the melding of many Hepmonaland tribal languages.

**Perception** covers all forms of sensory input, and is rolled for Listen, Search, Sense Motive, and Spot.

**Perform** covers any and all forms of performance, physical or aural. Writing a piece to be recited uses Craft, reciting it uses Perform. Each major form of performance (oratory, woodwinds, singing, etc) is its own skill.

**Persuasion** covers all forms of attempting to change another’s mind, demeanor, or opinion. It covers Bluff, Diplomacy, and Intimidate. It also covers trying to gather information

**Piloting** is rolled when driving a vehicle, though vehicles driven by animal power may be controlled with Handle Animal at the driver’s option.

**Profession** is the service and knowledge counterpart of Craft and Perform, and covers the knowledge related to a field of work. A cook rolls Craft (Cooking) to prepare a meal, but Profession (Culinary Arts) to rattle off a basic recipe from memory. A dancer rolls Perform to dance, but Profession (Entertainer) to know a specific kind of dance. Profession has a variety of specialties, such as animal handler, astrologer, barrister, botanical arts, clerk, courtesan, craftsman, culinary arts, driver, gambler, innkeeper, librarian, merchant, midwife, miner, porter, sailor, scribe, soldier, and woodsman.

**Security** covers both securing and breaking into things. Mostly it will be rolled to pick locks and sabotage devices, and using rope, either as a binding or a tool for intrusion.

**Sleight of Hand** covers all aspects of secreting/lifting/palming items and legerdemain.

**Stealth** covers both hiding from view and moving quietly.

**Survival** is the skill of the woodsman, and covers hunting for food, knowing a storm is coming, and following tracks.

**Use Device** is the skill used to convince a magical item to work for you when it otherwise shouldn’t, such as when it’s made to only function for a specific class, it requires knowledge of a spell, or you don’t know the command word.

## Class Skills

Classes were made for Pathfinder assuming its normal skill list. With the shortened list, it can be somewhat ambiguous what skills are class skills for a character. Characters have class skills based on what skills got condensed into the new skill. If a character’s class gives them any of the skills listed parenthetically, the skill from the modified list is a class skill for them. Skills that are not condensations of multiple skills and existed previously are class skills as normal.

* Acrobatics (Balance, Escape Artist, Jump or Tumble)
* Athletics (Climb, Jump or Swim)
* Craft (by specialty) (Craft, Forgery)
* Handle Animal (Handle Animal or Ride)
* Knowledge (Arcana) (Arcana, Dungeoneering or Spellcraft)
* Knowledge (History) (History or Local)
* Knowledge (Politics) (Nobility)
* Knowledge (Theology) (Planes or Religion)
* Linguistics (Decipher Script or Speak Language)
* Perception (Listen, Search, Sense Motive or Spot)
* Persuasion (Bluff, Diplomacy or Intimidate)
* Piloting (Ride)
* Security (Disable Device, Open Lock, Use Rope)
* Sleight of Hand (Dex)
* Stealth (Hide or Move Silently)