A 20 is treated as a 30 for making Skill Checks.
A 1 is treated as the roll -10, and usually hilarious, failure. (random answer)

Climb can be used for jumping.

Profession can use any ability score that makes logical sense.

When it comes to MagiTech both Kno (Eng) and Spellcraft or knowledge (arcana) is needed.

What is Below here is not in use!

Skills: based on

å * Armor check penalty applies on Ability. (* on untrained implies that it is a bit of both)
Nature can use wisdom instead of int

When it comes to languages you need 1 skill to learn to read and write it poorly, and another to do it well.

Even though Influence can be used for both diplomacy and intimidation it does not always make sense for all characters to do this…
When it comes to MagiTech both Kno (Eng) and Spellcraft is needed.

Altering Skill Bonuses

Generally, an ability or effect that would normally grant a bonus on a skill check instead grants half the normal bonus, rounded down (minimum 1). The Skilled trait from humans now only only grant 1/2 skillrank per level.

Altering Traits
Many traits offer a +1 trait bonus on core skill checks and make those skills class skills. With the consolidated skills system, those traits instead grant a +1 trait bonus on traits involving the functions of those consolidated skills corresponding to the traits’ listed core skills, or a +4 trait bonus if the skills are not class skills. If you later receive that skill as a class skill, this trait bonus reduces to +1.

Class Skills

The bonus from class skills functions the same way under this system, and provides the same +3 bonus.

On roll20 however you will need to input the normal ranks of skillls you would have from your class +2. For example gunslinger would write in 6 instead of the normal 4. Also make certain that it counts your int, there are some issues when your int gives an odd modifier. (just add to misc so that it becomes correct)

Due to the additionally added skills all classes gain 1 more skillrank per lvl.
Alchemist (2 + 1/2 Int): Finesse, Spellcraft, Survival.
Arcanist (1 + 1/2 Int): Religion, Society, Spellcraft.
Barbarian (1 + 1/2 Int): Athletics, Nature.
Bard (3 + 1/2 Int): Influence, Perception, Performance, Society, Spellcraft.
Bloodrager (2 + 1/2 Int): Athletics, Spellcraft.
Brawler (2 + 1/2 Int): Acrobatics, Athletics, Perception.
Cavalier (2 + 1/2 Int): Acrobatics, Athletics, Nature.
Cleric (1 + 1/2 Int): Religion, Spellcraft, Survival.
Druid (2 + 1/2 Int): Athletics, Nature, Survival.
Fighter (1 + 1/2 Int): Acrobatics, Athletics.
Gunslinger (2 + 1/2 Int): Athletics, Survival.
Hunter (3 + 1/2 Int): Athletics, Nature, Perception, Stealth.
Inquisitor (3 + 1/2 Int): Influence, Perception, Spellcraft, Stealth, Survival.
Investigator (3 + 1/2 Int): Acrobatics, Finesse, Influence, Perception, Society, Spellcraft.
Magus (1 + 1/2 Int): Athletics, Spellcraft.
Monk (2 + 1/2 Int): Acrobatics, Athletics, Perception.
Oracle (2 + 1/2 Int): Religion.
Paladin (1 + 1/2 Int): Religion, Survival.
Ranger (3 + 1/2 Int): Athletics, Nature, Perception, Stealth, Survival.
Rogue (4 + 1/2 Int): Acrobatics, Finesse, Influence, Perception, Society, Stealth.
Shaman (2 + 1/2 Int): Nature, Religion, Survival.
Skald (2 + 1/2 Int): Influence, Performance, Society, Spellcraft.
Slayer (3 + 1/2 Int): Athletics, Influence, Stealth, Survival.
Sorcerer (1 + 1/2 Int): Influence, Spellcraft.
Summoner (1 + 1/2 Int): Religion, Spellcraft.
Swashbuckler (2 + 1/2 Int): Acrobatics, Athletics, Influence, Perception.
Warpriest (1 + 1/2 Int): Athletics, Religion, Survival.
Witch (1 + 1/2 Int): Nature, Religion, Spellcraft.
Wizard (1 + 1/2 Int): Religion, Society, Spellcraft.


Gæteia Maroxy