Stats and Skill Checks

To determine if a task a character wishes to complete is successful, the player or the GM will roll a d20 and add a modifier. In many situations this modifier will simply be one of their six Stat Mods. For some checks they may also gain other bonuses depending on whether they have a Focused Skill or have been buffed in some fashion.
 

Stats

  Stats have a Score and a Modifier (usually Mod)
 
Scores
- All players start with a Score of 10 in all Stats and four to spend where they please
- Ancestries and feats provide bonuses (and negatives) to Stat Scores, and you can gain +1 for an XP once a CL
- Scores aren't used for checks or to calculate much other than the Mod
- An individual Stat Score can't exceed 20 until CL 6, 22 until CL 12, and 24 until CL 18. At CL 20 and above, do whatever you want.
Mods
- Mods are calculated by subtracting ten and dividing by two. - Round up if negative and down if positive.
- They are used in just about every check and damage roll (except spells)  
The Stats are…
  Strength (STR)- Used for feats of raw physicality such as running, lifting, or striking a target with a melee weapon. This stat is also automatically added to all melee damage (unless the character has the Unique Attack feat).   Dexterity (DEX)- Used for reflexes, balance, dodging and other abilities based around physical agility. May be used for all Combat Skills.   Constitution (CON)- Used only for CON Saves and calculating HP.   Intelligence (INT)- Used for knowledge, many forms of magic, Defense, and may be used for crafting, Firearms, and Crossbows.   Wisdom (WIS)- Used for observation, many forms of magic, and may be used for crafting and unarmed fighting.   Charisma (CHA)- Used for social interactions and many forms of magic.  

Skills

  Skills are divided into three separate groups; Combat Skills, Exploration Skills, Society Skills and Magic Skills. You have 4 Focused Skills at Character creation, may choose to gain more through feats, and gain a bonus that increases with CL (see Focused Skill Bonus and Abilities section)   Combat   Defense (DEX/STR/INT)- Used to dodge AoE attacks and define your Defense Score   One-Handed Melee (DEX/STR)- Used for weapons such as hatchets, rapiers, daggers and arming swords.   Two-handed melee (DEX/STR)- Used for weapons such as Longswords, Battleaxes and Mauls   Polearms (DEX/STR)- Used for weapons such as spears, pikes, and bardiche. All polearms have 5 ft reach (may attack one square away from their target)   Whips and Thrown Weapons (DEX/STR)- Used for Whips, Chains, Nets and other similar weapons. These weapons may be used at range, but add a Stat (usually STR) to damage.   Firearms/Crossbows (DEX/INT)- Used for any mechanical bow and all powder-based personal weapons.   Unarmed (DEX/STR/WIS)- Used for fighting without weapons. Deals 1d4+STR (or other Stat Mod) non-lethal damage if not a Focused Skill (see Focused Skill Bonuses and Abilities section)   Bows (DEX/WIS)- Used for bows.     Exploration   Survival (WIS)- Used for following tracks and understanding natural environments   Perception (WIS)- Used for detecting thing through sight, sound, or smell,   Athletics (STR)- Used for climbing, running, jumping and other similar actions   Stealth (DEX)- Used to decide if a character has been detected by others   Disable Device (DEX/INT)- Used for unlocking or disabling mechanical objects   Acrobatics (DEX)- Used for balancing, tumbling, and other similar actions   Sleight of Hand (DEX)- Used for any task related to rapid hand movements   Handle Animal (CHA?WIS)- Used for interacting with animals     Society   Diplomacy (CHA)- Used for engaging with a sapient being in a positive manner   Bluff (CHA)- Used for deceiving another being   Investigate (INT)- Used for searching an area or questioning others   Social Sciences (INT)- Used for deciding if a character either has knowledge or is able to research anything do with the Social Sciences (such as history, art, noble houses, etc)   Physical Sciences (INT)- Used for deciding if a character either has knowledge or is able to research anything do with the Physical Sciences (such as physics, chemistry, engineering, etc). Also, it is used for aiming (see also: shooting) siege engines.   Life Sciences (INT)- Used for deciding if a character either has knowledge or is able to research anything do with the Life Sciences (such as biology, medicine, horticulture, etc)   Insight (WIS)- Used for identifying another creature's motivations and detecting deception.   Craft (INT/WIS/DEX/STR/CHA)- Used for making things or doing tasks related to a Trade. May be taken as a Focused Skill multiple times, applying to a different Craft each time. Examples of Crafts include Smithing, Weapons, Armor, Carpentry, Firearms, Sailing, Writing, Building, etc.   Intimidate (CHA/STR)- Used to force information from a target or to make them do what the character wishes     Magic   Dwarf Magic (INT/CHA/WIS)- Used for identifying Dwarf Magic in use   Guild Magic (INT/CHA/WIS)- Used to see if a Guild Magic spell is cast   Summon Magic (INT/CHA/WIS)- Used to see if a Summon Magic spell is cast   Alteration Magic (INT/CHA/WIS)- Used to see if a Alteration Magic spell is cast   Performance Magic (CHA)- Used to see if a Performance Magic spell is cast   Enchanting (INT)- Used to see if an Enchantment has been placed on an object, to write Scripted Spells, and to engage with Magical Items.   Alchemy (INT)- Used to determine if a an Alchemical spell may be created.

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