Concentration: A character makes a Concentration check whenever they may potentially be distracted while engaged in some action that requires their full attention (such as making a Disable Device or Heal check). Situations such as taking damage, working in a bouncing vehicle, or dealing with severe weather can require a character to make a Concentration check. If the Concentration check succeeds, the character may continue with the action. If the Concentration check fails, the action automatically fails (with the appropriate ramifications, if any), and the action is wasted. A successful Concentration check still doesn't allow a character to take 10 when in a stressful situation; he or she must roll the check as normal. The check DC depends on the nature of the distraction.
A character can use Concentration to avoid attacks of opportunity when attempting a skill check that normally provokes attacks of opportunity. The DC to do so is 15. If the Concentration check succeeds, the character may attempt the action normally without incurring any attacks of opportunity. If the Concentration check fails, the related check automatically fails just as if the character's concentration had been disrupted by a distraction. The character does not provoke attacks of opportunity, however.
This use of Concentration applies only to skill checks. It does not apply to other actions that normally provoke attacks of opportunity, such as movement or making unarmed attacks.
Craft (Alchemy): Additional tasks are as follows.
| Additional Tasks |
DC
|
| Make acid, antitoxin (preventive) |
15
|
| Make antitoxin (retardent), poison |
20
|
| Make antitoxin (curative), strong poison |
30
|
Intimidate: A rushed Intimidate check can be made as a full-round action, but the character takes a -10 penalty on the check.
Knowledge: Typical fields of study are as follows.
| Field of Study | Covers | Synergy |
| Arcana | arcane symbols, constructs, dragons, greater giants, paganism, magical beasts, monsters, sorcery | +2 bonus to Spellcraft |
| Architecture & Engineering | aqueducts, bridges, buildings, caverns, fortifications, roads | +2 bonus to Search to find hidden doors or compartments |
| Geography | borders, climate, lands, maps, stars, terrain | +2 bonus to Survival to avoid getting lost or natural hazards |
| History | colonies, founding of cities, migrations, royalty, wars | +2 bonus to Decipher Script |
| Nature | animals, druids, elementals, fey, plants, lesser giants, seasons and cycles, vermin, weather | +2 bonus to Survival |
| Nobility & Royalty | family trees, heraldry, lineages, personalities | +2 bonus to Diplomacy |
| Region | customs, inhabitants, laws, legends, personalities, traditions | +2 bonus to Gather Information |
| Religion | church traditions, holy symbols, mystics, paladins, the True Faith, undead | +1 bonus to the DC to hold off or turn arcane creatures |
Search: Characters of all classes can attempt to search for traps with a DC or 21 or higher, not just rogues. In addition, although it is more difficult than actively searching a 5-foot-by-5-foot area, characters can make a Search check to passively notice small details and irregularities in objects they are near without using an action. When moving at up to one-half normal speed (that is, walking), characters take a -5 penalty to any Search check to notice a hidden door, trap or other feature within 10 feet. When moving at a speed greater than one-half but less than full speed (that is, hustling), there is a -10 penalty. It is practically impossible (-20 penalty) to passively search while running or charging.
Spellcraft: Sorcerers must make a Spellcraft check (DC 20 + spell level) to spontaneously cast any spell they know but do not intuitively know.
Spot: Characters must have the "Lipreading" language to use Spot to understand what someone is saying by reading their lips.
Tumble: Characters with 15 or more ranks in Tumble gains a +4 dodge AC bonus when executing the fighting defensively action and a +8 dodge AC bonus when executing the total defense action. Additional tasks are as follows.
| Additional Tasks |
DC
|
| Reduce the damage taken from falling and hitting the ground by 1d6 |
10
|
| Reduce the damage taken from falling and hitting the ground by 2d6 |
15
|
| Reduce the damage taken from falling and hitting the ground by 4d6 |
20
|
| Reduce the damage taken from falling and hitting the ground by 6d6 |
25
|
| Reduce the damage taken from falling and hitting the ground by 8d6 |
30
|
| Stand up from being prone as a free action instead of a move action |
35
|
| Reduce the damage taken from falling and hitting the ground by 12d6 |
45
|
| Climb a vertical surface at one-half normal speed as part of normal movement |
50
|
| Reduce the damage taken from falling and hitting the ground by 18d6 |
60
|
| Climb a vertical surface at normal speed as part of normal movement |
60
|
| Take no damage from falling and hitting the ground |
75
|
Use Magic Device: Only characters with the Devout Belief feat can attempt to use divine magic items with this skill.