JaronK
2013-01-04, 05:49 AM
One thing that's always annoyed me is that ranks in skills are so often trumped by bonuses... Divine Insight makes Clerics amazing at any skill they want, for example. And other times skills are just completely trumped by spells (Arcane Lock just beats Open Lock regardless of skill). And in general, I feel that skills are too often too weak in the late game. So, the following is an attempt to make ranks in skills actually useful (and there's a little condensation of skills). Note that this is a VERY rough draft.
General: Synergy bonuses give +2 to synergized skills for every 5 ranks in the appropriate skill. For example, a character with 10 ranks in one skill gets a +4 bonus to synergized skills. Note that synergy bonuses sometimes may apply to things other than skills.
Synergy bonuses and racial bonuses do count as ranks for purposes of the bonuses in this post only (not for qualifying for PrCs or feats or similar), though they do not count for triggering further synergy bonuses (no cycles of boosts!). Racial bonuses gained via polymorph or similar magic do not count as ranks for purposes of these bonuses.
Aid Another checks when using skills to aid another person's skills follow a similar pattern. A DC 10 check (taking 10 not allowed) is used, and the result is that the character gives a bonus of +2, with an additional +2 per 5 ranks they have in the skill to the other character.
Bonuses to a combined skill still only apply to relevant checks. Thus, being small gives a +4 bonus to Stealth rolls to remain unseen, but not to Stealth rolls to avoid being heard. If a class has any part of a combined skill on their skill list, they are treated as having the whole skill (so a Barbarian has Perception on their skill list despite having Listen, but not Spot).
Many skills have bonuses based on feats that give new uses for skills. If a character has that feat and gains the same bonus from skill ranks, the feat now gives a +2 bonus in the appropriate situation. Thus, Darkstalker grants a +2 bonus to hide from Scent after you have 5 ranks of Stealth.
Appraise: Gives a synergy bonus to Forgery and to Diplomacy checks to barter or negotiate costs for physical goods. When appraising common goods, on failure the error amount is 0%-200%, -10% (from both ends) per rank in Appraise (this means you cannot fail if you have 10 or more ranks). When appraising rare or exotic goods, a character with 10 ranks in Appraise guesses the value of the item at 0%-200 the actual value, -10% to both ends of the spectrum for each rank above 10 (meaning a character cannot fail to appraise the value of a rare or exotic item if the character has 20 or more ranks). Is used opposed to Forgery to detect forgeries. At 5 ranks, you may spend 8 hours and 50gp in materials to identify the magical properties of a magic item as though casting the Identify spell with a Appraise check, DC 10+Item's caster level. At 10 ranks, this takes 1 hour and 25gp in materials. At 15 ranks, this takes 1 minute and no materials. At 20 ranks, this takes 1 full round, and you may use this ability on Artifacts in 8 hours with 50gp in materials (DC 20+item caster level).
Balance: Combined with Tumble and Jump into a single skill called Acrobatics, uses Dexterity. Synergy bonus with Stealth (Move Silently + Hide) and Climb. For every 5 ranks in this skill, the bonus from Fighting Defensively increases by +1 AC and the bonus when taking a Total Defense action increases by +2 AC. At 10 ranks, you may make a DC 15 check to treat up to 4 squares of difficult terrain as normal terrain with regards to movement per round. At 15 ranks, you may make a DC 20 check to avoid being knocked prone.
Bluff: Combined with Diplomacy, Intimidate, and Gather Information into a new skill, Manipulation. Synergy bonus to Sleight of Hand, Sense Motive, and Disguise checks to act in character. When negotiating or attempting to influence another person's attitude towards you, each person rolls their overall Manipulation bonus and subtracts the other person's Sense Motive ranks to see how well they did. Note that Sense Motive gives a synergy bonus to saves vs Demoralization. When attempting to gather information, checks take 1d4+1 hours, -1 per 5 ranks in the skill. If this would be reduced below 1 hour, every 5 ranks beyond those necessary to reduce the time to an hour halves the time instead (thus, a character with 10 ranks in Manipulation who rolls a 1 for time takes 30 minutes to find the information). At 10 ranks, gain the benefit of the Master Manipulator feat (PHB2 pg 80) and the Urban Tracking feat (Races of Destiny pg154, Eberron Campaign Setting pg61, UA pg56).
Climb: Synergy bonus with Balance/Acrobatics. Your speed when climbing is 1/4 your normal ground speed, +5' per 5 ranks in the skill, to a maximum of your normal ground speed. When accelerated climbing, it's 1/2 your normal ground speed +5' per 5 ranks in the skill, to a maximum of your normal ground speed.
Concentration: Removed. Concentration checks related to spell casting now use Caster Level + stat bonus of the stat used to determine your save DCs. All other uses of Concentration (such as Diamond Mind maneuvers) now use Sense Motive.
Craft: Synergy Bonus to Appraise checks that were crafted via the same skill. Craft grants a synergy bonus to Mechanical Aptitude/Disable Device rolls to defeat the type of device as well as Search checks to locate the type of device (so Craft Trapmaking gives a synergy bonus to Search rolls to find traps). Your progress per week is your skill check * the craft DC * your craft ranks (minimum 1) in sp.
Additionally, for every 5 ranks you have in a given craft skill, you may chose one of the following bonuses: ability to add the Master's Forge abilities from Dragon 358 to ranged weapons, melee weapons, or armor (pick one of these for every 5 ranks); gain the benefits of the Dragoncraft feat; gain a +1 bonus to this skill for purposes of crafting progress per day or per week only.
Decipher Script: Merged with Spellcraft. Synergy bonus to Use Magic Device with scrolls, Disable Device checks to deal with runes and glyphs, and Search checks to find runic or glyph traps. For every 5 ranks in the skill, gain a +2 bonus to saves against glyphs and runes that are triggered by reading them.
Diplomacy: See Bluff/Manipulation
Disable Device: Merged with Open Lock and Use Rope into a new skill called Mechanical Aptitude, uses Intelligence. Synergy Bonus with Climb checks using mechanical assistance (such as ropes, pinions, or cables) and with Escape Artist checks to escape bindings (such as ropes or manacles). The DC to notice that the device you've disabled or sabotaged has been tampered with is 20+ your Disable Device ranks if you take the +5 DC penalty to try and not leave a trace. The DC to open a lock secured by Arcane Lock alone is 12+Casting Stat+Caster Level. The DC to open a lock secured by Arcane Lock augmenting a normal lock is increased by 2+Casting Stat+Caster Level.
Disguise: For every 5 ranks in the skill, you may ignore one of the usual negative modifiers for disguising yourself as something different from your intended look (such as age or gender or race)
Escape Artist: Synergy bonus with Mechanical Aptitude/Disable Device/Open Lock/Use Rope checks to bind or secure someone and with Grapple checks.
Forgery: Gives a synergy bonus to Appraise. For every 5 ranks in the skill, you may ignore one of the usual positive modifiers to the Appraise check to determine if an item was forged. Either Forgery or Appraise can be used to oppose Forgery to determine if an item is legitimate.
Gather Information: See Bluff/Manipulation
Handle Animal: Combined with Ride, uses Charisma. For every 5 ranks in the skill, you may teach an animal 1 more trick beyond the usual limit. Synergy Bonus with Appraise to know the value of an animal.
Heal: The benefits from Long Term Care are doubled for every 5 ranks in the skill (remember that a doubled doubling is a triple).
Hide: Combined into a new skill with Move Silently called Stealth. Synergy bonus with Perception (Listen + Spot). If you have 5 ranks in the skill, creatures with Scent must make a Perception or Survival roll, opposed by your Stealth, to detect you. If you have 10 ranks creatures with Blindsense must make a roll (usually Listen) to detect you, opposed by your stealth. With 15 ranks this applies to Tremorsense. With 20 ranks it applies to Blindsight. With 25 or more ranks, it applies to absolutely everything, and the Lifesense feat no longer causes you to glow if you are living.
Iaijutsu Focus: The maximum number of dice of extra damage gained with this skill is 1, +2 per 5 ranks in the skill. There is no other maximum to the damage granted by this skill, but the Improved Iaijutsu Focus Epic Feat removes even the rank based cap on the skill.
Intimidate: See Bluff/Diplomacy/Manipulation
Jump: See Balance/Acrobatics
Knowledge: Synergy bonuses apply. You may make untrained checks to identify creatures regardless of the DC. You may make untrained checks up to (and including) DC 15. For every 5 ranks in the skill, gain another piece of useful information when you succeed at the roll to know about something, and yet another piece for every 5 points by which you beat the DC (so a character with 10 ranks of Knowledge Religion who got a 29 to identify the strengths and weaknesses of a 18 HD undead would know 9 useful things about that creature). Knowledge (History) is renamed to Knowledge (History and Warfare), is merged with the Martial Lore skill, and gives a synergy bonus to Perception checks to notice an ambush, Initiative checks when a character is ambushing, and Diplomacy/Manipulation checks to boost morale in battle. Knowledge (Local) is renamed to Knowledge (Culture and Customs) and gives a synergy bonus to Diplomacy/Manipulation checks to negotiate prices and barter goods. At 5 ranks in any skill, gain the benefits of the Research feat (Eberron Campaign Setting page 59).
Listen: Combined with Spot into a new skill, Perception. Synergy bonus to Search. The DC to hear or spot something increases by +1 for every 10 feet you are from the source, but this penalty is then halved if you have 5 ranks in the skill (and is 1/3 as much if you have 10 ranks, 1/4 as much if you have 15 ranks, and so on). Note that creatures that are blind cannot make Perception checks based on sight, nor can creatures who are deaf make Perception checks based in sound. At 10 ranks, gain the benefits of the Keen-Eared Scout feat (PHB2 pg80).
Move Silently: See Hide/Stealth
Open Lock: See Disable Device/Mechanical Aptitude
Perform: Gives a synergy bonus to Manipulation/Bluff/Diplomacy/Intimidate/Gather Information, and to Craft checks to make performance props/musical instruments. Perform (Wind Instruments) gives a synergy bonus to saves vs inhaled poisons and nauseating vapors. You may hold your breath for either 2 times Con score rounds or 2 times Perform (Wind Instruments) ranks, whichever is greater. If you have 10 ranks in Perform (Comedy), gain the benefits of the Master of Mockery feat (DR333, As a standard action opponent must will save vs your Perform(Comedy) check or attack you instead of all others, opponent gets +2 Morale bonus to hit and -2 to AC, this is mind affecting and language dependent).
Profession: Gives a synergy bonus to related Craft skills (so Profession Sailor gives a synergy bonus to crafting anything commonly found on a boat). Profession (Sailor) gives a synergy bonus to Escape Artist checks involving rope and to Survival checks to predict the weather when on land (it may be used instead of Survival to predict the weather at sea). Profession (Soldier) gives a synergy bonus to identify the strengths and weaknesses of enemies. Profession (Merchant) gives a synergy bonus to Appraise. Profession (Farmer) gives a synergy bonus to Handle Animal. Generally, each Profession should grant synergy bonuses to one skill, or a bonus to one part of one or two skills.
Ride: See Handle Animal.
Search: Synergy bonus with Survival to follow/find tracks, to Perception/Listen/Spot checks within 30', Craft Trapmaking checks, and to saves to avoid being harmed by traps. At 5 ranks, gain the benefits of the Investigate feat (see Eberron Campaign Setting p56).
Sense Motive: Synergy bonus with Manipulation/Bluff/Diplomacy/Intimidate and to saves vs Demoralization. When negotiating or attempting to influence another person's attitude towards you, each person rolls their overall Manipulation bonus and subtracts the other person's Sense Motive ranks to see how well they did.
Sleight of Hand: Synergy bonus to Perception and Search rolls to find items concealed with Sleight of Hand, and to attack rolls against opponents who are flanked or whose dexterity bonus to AC is denied.
Speak Language: For every 5 languages you speak and can write in, not including Common, gain a +2 bonus to Decipher Script/Spellcraft.
Spellcraft: See Decipher Script.
Spot: See Listen/Perception.
Survival: All standard synergies apply. When making Survival checks to deal with severe weather, the bonus for succeeding at the DC 15 check is +2 to Fortitude saves per 5 ranks in Survival (minimum +1, at less than 5 ranks), or +4 per 5 ranks if stationary (minimum +2). Survival or Perception may be used to detect nearby characters via Scent, but when tracking Survival is always used. At 10 ranks, gain the benefits of the Track feat for free, and you may not become lost due to poor visibility or difficult terrain. At 15 ranks, you gain the benefits of the Astral Tracking feat (track creatures through the featureless Astral Plane with a DC of 25, or determine the destination of a Teleport spell or effect from the point of departure, DC 30, and if you can teleport you can teleport there as though you had seen the place once.
Swim: A successful Swim check allows you to swim one-quarter of your ground speed, +5' per 5 ranks in the skill to a maximum of your ground speed, as a move action or one-half your speed plus 5' per 5 ranks in the skill to a maximum of twice your ground speed as a full-round action.
Tumble: See Balance/Acrobatics.
Use Magic Device: Synergy Bonus to Decipher Script/Spellcraft for understanding spells on scrolls and magical inscriptions on items, and to the caster level of any spell you cast via an item.
Use Rope: See Disable Device/Mechanical Aptitude.
JaronK
General: Synergy bonuses give +2 to synergized skills for every 5 ranks in the appropriate skill. For example, a character with 10 ranks in one skill gets a +4 bonus to synergized skills. Note that synergy bonuses sometimes may apply to things other than skills.
Synergy bonuses and racial bonuses do count as ranks for purposes of the bonuses in this post only (not for qualifying for PrCs or feats or similar), though they do not count for triggering further synergy bonuses (no cycles of boosts!). Racial bonuses gained via polymorph or similar magic do not count as ranks for purposes of these bonuses.
Aid Another checks when using skills to aid another person's skills follow a similar pattern. A DC 10 check (taking 10 not allowed) is used, and the result is that the character gives a bonus of +2, with an additional +2 per 5 ranks they have in the skill to the other character.
Bonuses to a combined skill still only apply to relevant checks. Thus, being small gives a +4 bonus to Stealth rolls to remain unseen, but not to Stealth rolls to avoid being heard. If a class has any part of a combined skill on their skill list, they are treated as having the whole skill (so a Barbarian has Perception on their skill list despite having Listen, but not Spot).
Many skills have bonuses based on feats that give new uses for skills. If a character has that feat and gains the same bonus from skill ranks, the feat now gives a +2 bonus in the appropriate situation. Thus, Darkstalker grants a +2 bonus to hide from Scent after you have 5 ranks of Stealth.
Appraise: Gives a synergy bonus to Forgery and to Diplomacy checks to barter or negotiate costs for physical goods. When appraising common goods, on failure the error amount is 0%-200%, -10% (from both ends) per rank in Appraise (this means you cannot fail if you have 10 or more ranks). When appraising rare or exotic goods, a character with 10 ranks in Appraise guesses the value of the item at 0%-200 the actual value, -10% to both ends of the spectrum for each rank above 10 (meaning a character cannot fail to appraise the value of a rare or exotic item if the character has 20 or more ranks). Is used opposed to Forgery to detect forgeries. At 5 ranks, you may spend 8 hours and 50gp in materials to identify the magical properties of a magic item as though casting the Identify spell with a Appraise check, DC 10+Item's caster level. At 10 ranks, this takes 1 hour and 25gp in materials. At 15 ranks, this takes 1 minute and no materials. At 20 ranks, this takes 1 full round, and you may use this ability on Artifacts in 8 hours with 50gp in materials (DC 20+item caster level).
Balance: Combined with Tumble and Jump into a single skill called Acrobatics, uses Dexterity. Synergy bonus with Stealth (Move Silently + Hide) and Climb. For every 5 ranks in this skill, the bonus from Fighting Defensively increases by +1 AC and the bonus when taking a Total Defense action increases by +2 AC. At 10 ranks, you may make a DC 15 check to treat up to 4 squares of difficult terrain as normal terrain with regards to movement per round. At 15 ranks, you may make a DC 20 check to avoid being knocked prone.
Bluff: Combined with Diplomacy, Intimidate, and Gather Information into a new skill, Manipulation. Synergy bonus to Sleight of Hand, Sense Motive, and Disguise checks to act in character. When negotiating or attempting to influence another person's attitude towards you, each person rolls their overall Manipulation bonus and subtracts the other person's Sense Motive ranks to see how well they did. Note that Sense Motive gives a synergy bonus to saves vs Demoralization. When attempting to gather information, checks take 1d4+1 hours, -1 per 5 ranks in the skill. If this would be reduced below 1 hour, every 5 ranks beyond those necessary to reduce the time to an hour halves the time instead (thus, a character with 10 ranks in Manipulation who rolls a 1 for time takes 30 minutes to find the information). At 10 ranks, gain the benefit of the Master Manipulator feat (PHB2 pg 80) and the Urban Tracking feat (Races of Destiny pg154, Eberron Campaign Setting pg61, UA pg56).
Climb: Synergy bonus with Balance/Acrobatics. Your speed when climbing is 1/4 your normal ground speed, +5' per 5 ranks in the skill, to a maximum of your normal ground speed. When accelerated climbing, it's 1/2 your normal ground speed +5' per 5 ranks in the skill, to a maximum of your normal ground speed.
Concentration: Removed. Concentration checks related to spell casting now use Caster Level + stat bonus of the stat used to determine your save DCs. All other uses of Concentration (such as Diamond Mind maneuvers) now use Sense Motive.
Craft: Synergy Bonus to Appraise checks that were crafted via the same skill. Craft grants a synergy bonus to Mechanical Aptitude/Disable Device rolls to defeat the type of device as well as Search checks to locate the type of device (so Craft Trapmaking gives a synergy bonus to Search rolls to find traps). Your progress per week is your skill check * the craft DC * your craft ranks (minimum 1) in sp.
Additionally, for every 5 ranks you have in a given craft skill, you may chose one of the following bonuses: ability to add the Master's Forge abilities from Dragon 358 to ranged weapons, melee weapons, or armor (pick one of these for every 5 ranks); gain the benefits of the Dragoncraft feat; gain a +1 bonus to this skill for purposes of crafting progress per day or per week only.
Decipher Script: Merged with Spellcraft. Synergy bonus to Use Magic Device with scrolls, Disable Device checks to deal with runes and glyphs, and Search checks to find runic or glyph traps. For every 5 ranks in the skill, gain a +2 bonus to saves against glyphs and runes that are triggered by reading them.
Diplomacy: See Bluff/Manipulation
Disable Device: Merged with Open Lock and Use Rope into a new skill called Mechanical Aptitude, uses Intelligence. Synergy Bonus with Climb checks using mechanical assistance (such as ropes, pinions, or cables) and with Escape Artist checks to escape bindings (such as ropes or manacles). The DC to notice that the device you've disabled or sabotaged has been tampered with is 20+ your Disable Device ranks if you take the +5 DC penalty to try and not leave a trace. The DC to open a lock secured by Arcane Lock alone is 12+Casting Stat+Caster Level. The DC to open a lock secured by Arcane Lock augmenting a normal lock is increased by 2+Casting Stat+Caster Level.
Disguise: For every 5 ranks in the skill, you may ignore one of the usual negative modifiers for disguising yourself as something different from your intended look (such as age or gender or race)
Escape Artist: Synergy bonus with Mechanical Aptitude/Disable Device/Open Lock/Use Rope checks to bind or secure someone and with Grapple checks.
Forgery: Gives a synergy bonus to Appraise. For every 5 ranks in the skill, you may ignore one of the usual positive modifiers to the Appraise check to determine if an item was forged. Either Forgery or Appraise can be used to oppose Forgery to determine if an item is legitimate.
Gather Information: See Bluff/Manipulation
Handle Animal: Combined with Ride, uses Charisma. For every 5 ranks in the skill, you may teach an animal 1 more trick beyond the usual limit. Synergy Bonus with Appraise to know the value of an animal.
Heal: The benefits from Long Term Care are doubled for every 5 ranks in the skill (remember that a doubled doubling is a triple).
Hide: Combined into a new skill with Move Silently called Stealth. Synergy bonus with Perception (Listen + Spot). If you have 5 ranks in the skill, creatures with Scent must make a Perception or Survival roll, opposed by your Stealth, to detect you. If you have 10 ranks creatures with Blindsense must make a roll (usually Listen) to detect you, opposed by your stealth. With 15 ranks this applies to Tremorsense. With 20 ranks it applies to Blindsight. With 25 or more ranks, it applies to absolutely everything, and the Lifesense feat no longer causes you to glow if you are living.
Iaijutsu Focus: The maximum number of dice of extra damage gained with this skill is 1, +2 per 5 ranks in the skill. There is no other maximum to the damage granted by this skill, but the Improved Iaijutsu Focus Epic Feat removes even the rank based cap on the skill.
Intimidate: See Bluff/Diplomacy/Manipulation
Jump: See Balance/Acrobatics
Knowledge: Synergy bonuses apply. You may make untrained checks to identify creatures regardless of the DC. You may make untrained checks up to (and including) DC 15. For every 5 ranks in the skill, gain another piece of useful information when you succeed at the roll to know about something, and yet another piece for every 5 points by which you beat the DC (so a character with 10 ranks of Knowledge Religion who got a 29 to identify the strengths and weaknesses of a 18 HD undead would know 9 useful things about that creature). Knowledge (History) is renamed to Knowledge (History and Warfare), is merged with the Martial Lore skill, and gives a synergy bonus to Perception checks to notice an ambush, Initiative checks when a character is ambushing, and Diplomacy/Manipulation checks to boost morale in battle. Knowledge (Local) is renamed to Knowledge (Culture and Customs) and gives a synergy bonus to Diplomacy/Manipulation checks to negotiate prices and barter goods. At 5 ranks in any skill, gain the benefits of the Research feat (Eberron Campaign Setting page 59).
Listen: Combined with Spot into a new skill, Perception. Synergy bonus to Search. The DC to hear or spot something increases by +1 for every 10 feet you are from the source, but this penalty is then halved if you have 5 ranks in the skill (and is 1/3 as much if you have 10 ranks, 1/4 as much if you have 15 ranks, and so on). Note that creatures that are blind cannot make Perception checks based on sight, nor can creatures who are deaf make Perception checks based in sound. At 10 ranks, gain the benefits of the Keen-Eared Scout feat (PHB2 pg80).
Move Silently: See Hide/Stealth
Open Lock: See Disable Device/Mechanical Aptitude
Perform: Gives a synergy bonus to Manipulation/Bluff/Diplomacy/Intimidate/Gather Information, and to Craft checks to make performance props/musical instruments. Perform (Wind Instruments) gives a synergy bonus to saves vs inhaled poisons and nauseating vapors. You may hold your breath for either 2 times Con score rounds or 2 times Perform (Wind Instruments) ranks, whichever is greater. If you have 10 ranks in Perform (Comedy), gain the benefits of the Master of Mockery feat (DR333, As a standard action opponent must will save vs your Perform(Comedy) check or attack you instead of all others, opponent gets +2 Morale bonus to hit and -2 to AC, this is mind affecting and language dependent).
Profession: Gives a synergy bonus to related Craft skills (so Profession Sailor gives a synergy bonus to crafting anything commonly found on a boat). Profession (Sailor) gives a synergy bonus to Escape Artist checks involving rope and to Survival checks to predict the weather when on land (it may be used instead of Survival to predict the weather at sea). Profession (Soldier) gives a synergy bonus to identify the strengths and weaknesses of enemies. Profession (Merchant) gives a synergy bonus to Appraise. Profession (Farmer) gives a synergy bonus to Handle Animal. Generally, each Profession should grant synergy bonuses to one skill, or a bonus to one part of one or two skills.
Ride: See Handle Animal.
Search: Synergy bonus with Survival to follow/find tracks, to Perception/Listen/Spot checks within 30', Craft Trapmaking checks, and to saves to avoid being harmed by traps. At 5 ranks, gain the benefits of the Investigate feat (see Eberron Campaign Setting p56).
Sense Motive: Synergy bonus with Manipulation/Bluff/Diplomacy/Intimidate and to saves vs Demoralization. When negotiating or attempting to influence another person's attitude towards you, each person rolls their overall Manipulation bonus and subtracts the other person's Sense Motive ranks to see how well they did.
Sleight of Hand: Synergy bonus to Perception and Search rolls to find items concealed with Sleight of Hand, and to attack rolls against opponents who are flanked or whose dexterity bonus to AC is denied.
Speak Language: For every 5 languages you speak and can write in, not including Common, gain a +2 bonus to Decipher Script/Spellcraft.
Spellcraft: See Decipher Script.
Spot: See Listen/Perception.
Survival: All standard synergies apply. When making Survival checks to deal with severe weather, the bonus for succeeding at the DC 15 check is +2 to Fortitude saves per 5 ranks in Survival (minimum +1, at less than 5 ranks), or +4 per 5 ranks if stationary (minimum +2). Survival or Perception may be used to detect nearby characters via Scent, but when tracking Survival is always used. At 10 ranks, gain the benefits of the Track feat for free, and you may not become lost due to poor visibility or difficult terrain. At 15 ranks, you gain the benefits of the Astral Tracking feat (track creatures through the featureless Astral Plane with a DC of 25, or determine the destination of a Teleport spell or effect from the point of departure, DC 30, and if you can teleport you can teleport there as though you had seen the place once.
Swim: A successful Swim check allows you to swim one-quarter of your ground speed, +5' per 5 ranks in the skill to a maximum of your ground speed, as a move action or one-half your speed plus 5' per 5 ranks in the skill to a maximum of twice your ground speed as a full-round action.
Tumble: See Balance/Acrobatics.
Use Magic Device: Synergy Bonus to Decipher Script/Spellcraft for understanding spells on scrolls and magical inscriptions on items, and to the caster level of any spell you cast via an item.
Use Rope: See Disable Device/Mechanical Aptitude.
JaronK