Skill Changes
Skill Changes crib list I made myself
Alchemy
Removed, now part of craft(alchemy)
Appraise
Balance
There are additional modifiers for quality of surface that is being balanced upon.
Bluff
Feinting in combat change – the target can add his BAB to his sense motive check to resist the feint. Delivering a secret message (innuendo) is now part of Bluff.
Climb
Additional rules for accelerated climbing, making your hand and foot holds/using pitons, catching a falling character, hauling a character up on a rope,
Concentration
Concentration checks can now be used to avoid AoO when performing certain actions in the midst of combat – disable device, heal, open lock, use rope amongst others.
Craft
Repair items for 1/5 the items price, against the normal DC. Fast crafting option – you can choose to add +10 to the DC, this enables you to make an item more quickly since it raises the multiplier. You can choose each week whether to add to the DC or not.
Decipher Script
No change
Diplomacy
Normally takes at least a minute. You can attempt rushed diplomacy to head off a disaster by taking -10 on the check.
Disable Device
No change
Disguise
No change
Escape Artist
No change
Forgery
No change
Gather Information
No change
Handle Animal
Major changes to the skill, much more detail about tricks and training “packages”
Heal
No longer get a synergy bonus for Profession(herbalist)
Hide
Clarified – you need concealment or cover in order to hide. Sniping rules (ranged attack then hide again immediately at -20), benefits from invisibility (+20, +40 if motionless), ranger special abilities in natural terrain.
Intimidate
Make an intimidate check against their level check (including their Wis bonus and any bonus on saves vs fear) in order to make their attitude temporarily friendly. You can use it in combat to make the opponent shaken for 1r. Intimidation gets bonuses or penalties depending upon the difference in size categories.
Jump
Greatly revised. Basic DC for long jump = distance. DC doubled if can’t take a run up. Basic DC for a standing jump = distance x4, doubled if can’t take a run up. Vertical reach included for jumping up and grabbing on. Rules for hopping up onto something waist height. Check modified by speed.
Knowledge ( )
A distinct list of skills is given, with examples of the areas which each covers (including creature types). Rules for using knowledge skill to know something about monsters encountered. Some sensible synergy bonuses for other skills or abilities too.
Listen
Not changed much, there is clarification that a sleeping person makes listen checks at -10 (and if successful can wake up).
Move Silently
Not changed?
Open Lock
Not changed?
Perform
Now broken down into separate groups like craft and knowledge. The chance of attracting attention is now as a result of consistent performances at a high level rather than one off rolls.
Profession
Ride
Search
Sense Motive
Sleight of Hand
Subsumes pickpocket. It adds various other sleight of hand tricks such as palming small objects. It can be used instead of Perform() to earn money. Bonuses for concealing items given. Normally a standard action, it can be a free action if you take -20.
Speak Language
No real change
Spellcraft
Largely unchanged, but you can attempt a check to determine what spell has been cast at you after you’ve rolled a saving throw – DC 25+spell level.
Spot
Survival
Swim
Now armour check and encumberance penalties are doubled rather than the old -1 per 5lbs. Giants can swim once more!
Tumble
DC’s are more difficult in difficult terrain. You can tumble for half your speed (or at full speed by taking -10). Tumbling past people has +2DC per extra person, roll individually. Tumbling through a person stops you in the square before them and gives an AoO if you fail.
Use Magic Device
Use Rope
Rules for using a grappling hook included (DC10, +2 per 10ft of height. Fail by 5 or more and it seems OK but fails while you climb)