Skill Unlocks

Variant Rules

Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks. Any character with the Signature Skill feat can earn unlocks for a single skill. The unchained rogue gains them automatically through her rogue's edge ability. Optionally, the GM may make skill unlocks universal — but be aware they add meaningful power, particularly to skilled classes like the investigator and bard.

Optional Rule. Skill unlocks are an opt-in variant from Pathfinder Unchained. They are a core feature of the Unchained Rogue and available to any character via the Signature Skill feat below.

Signature Skill Feat

Type: General
Prerequisite: 5 ranks in the chosen skill.

Choose one skill. You gain the ability listed in that skill's 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities immediately upon qualifying.

If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill (e.g., Craft [bows]). This feat can be taken only once, but it stacks with the rogue's edge ability and the cutting edge rogue talent.

Skill Unlocks

Each entry below lists the abilities unlocked at 5, 10, 15, and 20 ranks. Click a skill to expand.

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5 RanksYou can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
10 RanksYou can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
15 RanksYou do not provoke attacks of opportunity when standing up from prone.
20 RanksYou double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.

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5 RanksA successful DC 20 Appraise check reveals whether an item is magical, and a second check (DC = 25 + the item's caster level) unveils its properties. You can use Appraise to detect non-written forgeries and counterfeits.
10 RanksYou can determine the most expensive object a creature is wearing or wielding (or in a 5-foot cube) as a standard action by succeeding at a DC 20 check. You never make a wildly inaccurate appraisal of an item's value.
15 RanksDetermining the most expensive object as above is a move action. You can substitute an Appraise check at a –10 penalty for a Will save to disbelieve a figment or glamer.
20 RanksDetermining the most expensive object as above is a move action, and if the check succeeds, you gain a +2 circumstance bonus on combat maneuver checks to steal that object or disarm a creature of that object for 1 minute.

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5 RanksThe penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.
10 RanksYou take no penalty to Bluff a creature after a failed check unless you failed by 5 or more.
15 RanksCreatures magically attempting to read your thoughts, detect your alignment, or reveal when you are lying must attempt a caster level check (DC = 11 + your ranks in Bluff) or the effect reveals nothing.
20 RanksAs a full-round action, you can make a suggestion (as the spell, maximum duration 1 hour) to a creature within 30 feet (Will negates, DC = 15 + your Charisma modifier). A creature that saves is immune for 24 hours, and whenever the suggested creature is confronted with proof of your manipulation it receives another save. This is an extraordinary mind-affecting compulsion.

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5 RanksYou are no longer denied your Dexterity bonus when climbing.
10 RanksYou gain a natural climb speed (but not the +8 racial bonus on Climb checks) of 10 feet, but only on surfaces with a Climb DC of 20 or lower.
15 RanksYou gain a natural climb speed (but not the +8 racial bonus on Climb checks) equal to your base speed on surfaces with a Climb DC of 20 or lower, and 10 feet on all other surfaces.
20 RanksYou gain a natural climb speed equal to your base speed on all surfaces. If you have both hands free, you gain a +8 racial bonus on Climb checks.

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5 RanksWhen determining your weekly progress, double the result of your Craft check before multiplying the result by the item's DC.
10 RanksYou do not ruin any of your raw materials unless you fail a check by 10 or more.
15 RanksWhen you determine your progress, the result of your check is how much work you complete each day in silver pieces.
20 RanksYou can craft magic armor, magic weapons, magic rings, and wondrous items that fall under your category of Craft using the normal Craft rules.

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5 RanksThe time required to influence a creature's attitude or gather information is halved.
10 RanksYou can attempt to adjust a creature's attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature's attitude, add your Charisma bonus to the number of hours that attitude change persists.
15 RanksYou can attempt to adjust a creature's attitude in 1 round with no penalty. If you take 1 minute to adjust a creature's attitude, the duration is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.
20 RanksYou can attempt to adjust a creature's attitude in 1 round with no penalty. If you take 1 minute, the duration is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty.

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5 RanksReduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step: 2d4 rounds → 1d4 rounds → 1 round → standard action → move action → swift action.
10 RanksYou can disarm magical traps at a –10 penalty even without the trapfinding ability. If you have trapfinding, you never trigger magic traps even when performing the trigger action. If you fail the check, you can still trigger the trap.
15 RanksWhen attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap's attack roll or save DC. Success halves the damage; exceeding the DC by 10 negates it entirely.
20 RanksYou halve the penalties for the quick disarm from the 5 Ranks entry. If you have trapfinding and accept a –20 penalty while using the 15 Ranks ability, all nearby allies gain the benefit and you disable the trap as an immediate action before it triggers (if you exceed the DC by 10).

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5 RanksYou can create a disguise in 1d3 minutes.
10 RanksYou can create a disguise in 1d3 rounds. If you take the full normal amount of time, you take no penalty for disguising your gender, race, or age category.
15 RanksYou can create a disguise as a full-round action.
20 RanksYou can create a disguise as a standard action, or as a full-round action combined with a Bluff check to create a diversion to hide.

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5 RanksIf you take a –10 penalty, the time required to use this skill is halved: escaping a grapple or pin is a move action, and escaping a net, animate rope, command plants, or control plants spell is a standard action.
10 RanksYou can attempt to escape from any entangling effect as a standard action (DC = the effect's save DC + 10). You can attempt an Escape Artist check as a move action to set the DC for a creature escaping from ropes or bindings; you gain a +10 bonus if you use a full-round action instead.
15 RanksYou can escape any entangling effect as a move action. As a standard action, attempt an Escape Artist check (DC = save DC + 20) to suppress a slow or paralysis effect for 1 round plus 1 round per 5 by which you exceed the DC. This counts as purely mental and can be attempted while paralyzed.
20 RanksYou can escape being entangled, grappled, or pinned as an immediate action (DC = effect's DC + 10 or attacker's CMB + 10). You can suppress a slow or paralysis effect as a standard action (DC + 10), move action (DC + 15), or immediate action (DC + 20).

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5 RanksA successful DC 20 Fly check allows you to make a 45-degree turn without sacrificing movement.
10 RanksA successful DC 30 Fly check allows you to ascend at a 45-degree angle at full speed. You treat falls after midair collisions as 10 feet shorter with a successful DC 10 Fly check, plus 10 feet for every 10 by which you exceed the DC.
15 RanksA successful DC 30 Fly check allows you to make a 90-degree turn without sacrificing movement, or a 180-degree turn by sacrificing 5 feet of movement. You are considered one size category larger when determining wind effects on Fly checks.
20 RanksA successful DC 35 Fly check allows you to fly straight up at full speed. You are considered two size categories larger when determining wind effects on Fly checks.

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5 RanksCreatures you have trained gain a +2 bonus on Will saves when adjacent to you.
10 RanksCreatures you have trained gain a +2 bonus on Will saves whenever you are within 30 feet and clearly visible. You can teach a trick in 1 day by increasing the DC by 20.
15 RanksYou can train an animal to understand your speech (as speak with animals) with 1 week of effort and a DC 30 check. Its actions are still limited by its Intelligence. You can teach a trick in 1 day (DC +10) or 1 hour (DC +20).
20 RanksYou can make your speech understandable to any animal for 24 hours with a DC 30 check (DC 40 for magical beasts or vermin). You can teach a trick in 1 day, 1 hour (DC +10), or 1 minute (DC +20).

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5 RanksWhen you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.
10 RanksWhen you treat deadly wounds, the target recovers hit points as if it had rested for a full day with long-term care.
15 RanksWhen you treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.
20 RanksWhen you treat deadly wounds, the target recovers hit point and ability damage as if it had rested for 3 days with long-term care.

An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.

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5 RanksIf you exceed the demoralize DC by 10+, the target is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your Intimidate ranks) negates frightened but not shaken, even against the stalwart ability.
10 RanksIf you exceed the demoralize DC by 10+, the target is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.* Will save negates panicked/frightened but not shaken.
15 RanksIf you exceed the demoralize DC by 20+, the target is cowering for 1 round or panicked for 1d4 rounds (your choice) and frightened thereafter.* Will save negates cowering, panicked, and frightened, but not shaken.
20 RanksIf you exceed the demoralize DC by 20+, the target is cowering for 1d4 rounds and panicked thereafter.* Will save negates cowering and panicked, but not shaken.

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5 RanksWhen you successfully identify a creature, you gain one additional piece of information for every 5 ranks you possess in that Knowledge skill.
10 RanksWhen you successfully identify a creature, you gain a +1 competence bonus on attack rolls, opposed ability checks, skill checks, and caster level checks against that specific creature kind for 1 minute. This bonus increases by 1 for every 5 ranks beyond 10.
15 RanksWhen you fail a Knowledge check, you can reroll at a –10 penalty. The competence bonus above also applies to saving throws against exceptional, spell-like, or supernatural abilities used by identified creatures.
20 RanksWhenever you attempt a Knowledge check, you can roll twice and take the better result.

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5 RanksYou can use Linguistics instead of Sense Motive to intercept and interpret secret messages (as the Bluff skill). You gain a +1 insight bonus on Perception and Disable Device checks to detect or disarm written magical traps, increasing by 1 for every 5 ranks beyond 5.
10 RanksIf you succeed at a Linguistics check by 10+ when examining writing, you learn the precise meaning rather than general content and never draw false conclusions on a failed check. DC 30 reveals general meaning of speech; DC 35 reveals 1d4 pieces of specific information; DC 40 reveals exact meaning.
15 RanksYou can decipher magical writings (as read magic) with a Linguistics check (DC = 25 + caster level). If you identify a written magical trap this way, you gain a +2 circumstance bonus on Disable Device checks to disarm it.
20 RanksYou can decipher magical or non-magical text at 1 page per round. If you spend 1 minute per page instead, roll twice and take the better result.

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5 RanksYou remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when sleeping is halved. The distance modifier on Perception check DCs is reduced to +1 per 20 feet.
10 RanksThe distance modifier on Perception check DCs is reduced to +1 per 30 feet. You gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
15 RanksYou remain alert to sounds even in your sleep with no DC increase. The distance modifier is reduced to +1 per 40 feet.
20 RanksYou gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier is reduced to +1 per 60 feet.

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5 RanksWhenever you attempt a Bluff, Diplomacy, Handle Animal, or Intimidate check, you can attempt a DC 20 Perform check to gain a +2 circumstance bonus on the check.
10 RanksWhenever you cast a spell with the emotion or language-dependent descriptor, you can attempt a DC 25 Perform check to increase the save DC by 1.
15 RanksWhenever you cast a spell with the emotion or language-dependent descriptor, you can attempt a DC 30 Perform check to increase your caster level by 1 instead (cannot combine with the 10 Ranks ability on the same spell).
20 RanksChoose one of Bluff, Diplomacy, or Intimidate. When you attempt a check with that skill, you can also attempt a Perform check and use the better result.

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5 RanksWhen using Profession checks to earn income, you earn gold pieces equal to the result of your check each week.
10 RanksWhen attempting Profession checks, you can roll twice and take the better result. When answering questions about your Profession, you can always take 10.
15 RanksYou can attempt checks to earn income once per day instead of once per week.
20 RanksWhen attempting Profession checks, you can choose to roll once instead of twice; if the result is less than 10, replace it with 10. When answering questions about your Profession, you can always take 20.

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5 RanksYour mount gains a +2 bonus on Fortitude saves or Constitution checks to avoid becoming fatigued or exhausted. This bonus increases by 1 for every 5 ranks beyond 5 you possess in Ride.
10 RanksWhen you spur your mount, its speed is increased by 20 feet, and it gains a +2 bonus on Reflex saves and a +2 dodge bonus to AC.
15 RanksWhen an opponent targets you or your mount with a bull rush, drag, overrun, reposition, or trip combat maneuver while you are mounted, you can substitute the result of a Ride check for your (or your mount's) CMD.
20 RanksWhen you spur your mount, its speed is increased by 30 feet, and it gains a +4 bonus on Reflex saves and a +4 dodge bonus to AC.

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5 RanksIf you were aware of an opponent before rolling initiative, you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents, or 15, whichever is higher). Success grants a +1 bonus on the initiative check, plus +1 for every 5 by which you exceeded the DC.
10 RanksAfter 1 minute of conversation, you can read a creature's surface thoughts (as detect thoughts) by succeeding at a Sense Motive check at a –20 penalty opposed by the creature's Bluff check.
15 RanksYou can read surface thoughts after 1 round instead. When attacked, you can attempt a Sense Motive check as an immediate action opposed by your attacker's attack roll. Success grants a +2 insight bonus to AC against that opponent for 1 minute.
20 RanksYou can read surface thoughts as a standard action. A successful check to gain an AC insight bonus also negates the attack that triggered it.

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5 RanksWhen attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target's CMD grants a +2 circumstance bonus on your combat maneuver check.
10 RanksThe penalty for attempting a Sleight of Hand check (including drawing a hidden weapon) as a move action is reduced to –10.
15 RanksYou can attempt a Sleight of Hand check (including drawing a hidden weapon) as a swift action at a –20 penalty.
20 RanksYou take no penalty for using Sleight of Hand as a move action, and take only a –10 penalty when using it as a swift action.

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5 RanksIdentifying magic items takes 1 full round, and the time required to learn a spell from a spellbook is halved.
10 RanksYou can identify magic items without using detect magic, though the DC is increased by 10.
15 RanksIdentifying magic items is a standard action, and the time required to learn a new spell from a spellbook is reduced to 1 minute per spell level.
20 RanksWhenever you attempt a caster level check, attempt a Spellcraft check at a –20 penalty at the same DC. If the Spellcraft check succeeds, you gain a +2 circumstance bonus on the caster level check.

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5 RanksReduce the Stealth penalty from sniping by 10.
10 RanksStealth check penalties for moving quickly are halved, including the sniping penalty from 5 Ranks, moving at full speed, and reaching concealment after creating a distraction.
15 RanksIf you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks you make before the end of your turn.
20 RanksIf you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks you make before the beginning of your next turn.

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5 RanksYou reduce all nonlethal damage you take from heat, cold, starvation, or thirst by 1 point for every 5 ranks you possess in Survival.
10 RanksYou can track creatures that leave no tracks, including flying and swimming creatures and those using trackless step or pass without trace, taking a –20 penalty on your Survival check.
15 RanksOnce per day, you can spend 1 hour and attempt a DC 30 Survival check. Success grants cold resistance or fire resistance 5 for 24 hours. You can share this with one ally for every 5 by which you exceeded the DC.
20 RanksYou take only a –10 penalty when tracking creatures that leave no tracks.

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5 RanksYou gain a swim speed of 10 feet, but only in water with a Swim DC of 15 or lower.
10 RanksYou gain a swim speed equal to your base speed in water with a Swim DC of 15 or lower, or 10 feet in all other water. You do not gain the +8 racial bonus on Swim checks from this speed.
15 RanksYou ignore the penalties for using slashing or bludgeoning weapons underwater, as freedom of movement.
20 RanksYou gain a swim speed equal to your base speed in all water. If you have both hands free, you gain a +8 racial bonus on Swim checks.

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5 RanksYou can use the aid another action to assist another creature's Use Magic Device check by attempting a check against the item's Use Magic Device DC.
10 RanksIf you roll a natural 1 when activating an item, you take a –10 penalty on Use Magic Device checks with that item for 24 hours instead of being unable to activate it. This penalty stacks with itself.
15 RanksYou can use this skill to emulate two races or two alignments simultaneously.
20 RanksIf you roll a natural 1 when activating an item, you can reroll the check at a –10 penalty to activate the item. You must take the result of the second check even if it is worse, and you cannot reroll it again.