New/Altered Skills

Skill
Untrained Key Ability
Disguise
Yes CHA
Intimidate
Yes STR
Knowledge (new areas)
No INT
Lucid Dreaming
No WIS
Open Lock
No INT
Taunt
Yes CHA
Urban Survival
(Skill originally called Urban Lore, from Traps & Treachery, page 34)

Yes WIS
Use Ancient Device
Yes WIS or INT

Taeran Languages
Universal Languages Racial Languages Secret and Espionage
Languages
Nonexistent Languages
(from the core rules)

Abyssal Aarakocra Kobold Aspis Gnoll
Ancient Taeran Aboleth Kuo-Toan Cerulean Halfling
Aquacommon Badder Lizardfolk Clamfolk Sylvan
Aquan Cephalid Locathah Coelopteran  
Auran Crabfolk Loxo Druidic (Taera  |  Arite)  
Celestial Dark Dwarvish Lumin Friizan  
Common (Anarcia) Dark Elvish Minotaur Frond  
Common (Anyrk) Dark Illithid Myconid K'r'r'r  
Common (Arcia) Dark Orcish Old Aboleth Nilbog  
Common (Arite) Deep Dwarvish Ophidian Rigodruokan  
Common (Nakhu) Draconic Orcish Shakti  
Common (Nikkon) Duergar Pterran Silent Tongue  
Common (Yoor) Flarn Rolfish    
Common (Zephra) Flawder Sea Elvish    
Ignan Giant Sun Elvish    
Infernal Gnomish Tabaxi    
Terran Goblin Tako    
Undercommon Grippli Thri-Kreen    
  High Dwarvish Urluu    
  High Elvish (Taera  |  Arite) Xyph'r    
  High Illithid      

Class Skills Table

Skill Synergy Table


Descriptions

Skills

Disguise [CHA]

In addition to creating a physical disguise to change your appearance, Disguise can be used to mimic sounds other than your own voice. You can use your mouth and body to imitate noises your race doesn't naturally make, such as animal or machine noises, or change your voice to imitate another individual. A Disguise check of this nature is opposed by Listen checks rather than Spot checks, and normally can be done as a free action (for those capable of good mimicry, it is nearly as easy as talking). Of course, if your Disguise check fails, the listeners are unlikely to be fooled by another attempt, but that is no different than a failure at physical disguise. In order to make a Ghost Sound spell imitate a specific individual, you make a Disguise check with a +10 bonus.

Intimidate [STR]

Intimidate is nominally the skill for scaring others into submission by threatening violence, but it can also be used for scaring others into submission with actual violence. Big, strong people with few social skills generally become good at this form of persuasion, because it depends on STR rather than CHA. When a character takes his/her first rank in Intimidate, the player must decide whether the character will choose the "subtle" path of CHA-based Intimidation, or the "obvious" way of STR-based threats. Thereafter, the character always uses the chosen ability modifier for Intimidate checks, regardless of which score actually provides the better bonus.

Knowledge (new subskills) [INT; Trained Only]

This is a list of new domains for the Knowledge skill, as described in the Player's Handbook. The rules used are the same, with one important exception: some Knowledge skills may be used untrained, in Taeran games, because they represent facts that virtually every person in the world picks up a smattering of through living daily life. The Knowledge specialties which may be used untrained are Games and Gambling, Local, Puzzles, and Streetwise.
The new domains include Ancient Technology, Biology, Chemistry, Cryptography, Games & Gambling, Literature, Mathematics, Poisons, Politics, Puzzles, Streetwise, and War, and are described below.


Synergy: Each of the new Knowledge subtypes grants a synergy bonus if a character acquires 5 or more ranks in it. The full list of synergy bonuses is given in the Skill Synergy Table below.
Class Skill: Bard (all), Conjoiner (all), Dragon (all), Druid (Biology and Cryptography only), Elementalist (all), Fighter (War only), Mage-Priest (all), Psychic Warrior (War only), Ranger (Biology and Streetwise only), Rogue (Cryptography, Games and Gambling, Poisons, and Streetwise only), Wizard (all).

Lucid Dreaming [WIS; Trained Only] (This skill is taken from the 3rd Edition Manual of the Planes, page 203. Text sections in purple are additions to that text used in Taeran campaigns.)

Use this skill to realize that you are dreaming, consciously direct elements of a dream, and move into other dreamscapes.
Check: Lucid Dreaming can be used to take many different kinds of actions within a dream. The available action categories are listed below.
Task
DC
Realize you are dreaming
5
Recall a dream upon awakening
5
Change one aspect of your personal Dreamscape
15
Depart one Dreamscape for another
15
Change one aspect of another's Dreamscape
20
Change your personal appearance
20
Leave the Dreamheart
20
Enter the Dreamheart from a Dreamscape
25
Gain an ability
25
Carry experience gained in the Dream back into the waking world
30

Carry Experience: Experience gained in dreams normally does nothing for you in the waking world, but by succeeding at this check, you can carry some of it back with you. During any dream in which you gained XP, you may make this check upon awakening to attempt to retain the XP so gained. If the check is successful, you retain 10% of the XP for each point by which your check exceeds 30. If your check exactly equals 30, you only retain 1% of the experience. If this check succeeds, you automatically Recall the dream as if you succeeded at a check to do so (see below).
Change Aspect: Aspects of Dreamscapes include background features such as lighting, terrain, architecture, and vegetation (or lack thereof). They are innocuous features of a Dreamscape that have little or no effect on the ability of the dreamers within to function. Thus, you cannot use Lucid Dreaming to make a bolt of lightning strike an enemy, or a pit open up beneath its feet.
Change Appearance: You can adopt the outward appearance of another creature within two size categories of your own. None of your abilities change, just your appearance.
Enter the Dreamheart: If you successfully Grapple an opponent before making the Lucid Dreaming check, you can pull the opponent into the Dreamheart with you instead of pinning it.
Gain Ability: You can gain an ability duplicating the effect of any spell or psionic power of 3rd level or lower, such as flight (as if under a Fly spell) or invisibility. This ability lasts as long as you want it to, but the maximum number of such abilities that you can have at any one time is equal to your WIS modifier (if positive), or one (if your WIS modifier is less than +1). If you attempt to gain an ability that would put you over your limit, it replaces one of the abilities you already gained this way (you may choose the one that is lost). You cannot gain offensive abilities this way; only spells or powers which can affect you personally are allowed. Also, you cannot grant abilities to another dreamwalker this way- only to yourself.
Realize you are Dreaming: None of the other abilities of Lucid Dreaming can be used until this check has been successful. This check may be attempted the first time something seems out of place, such as when a Will save to overcome an illusion would be allowed.
Recall a dream: Make this check when you wake up to retain memories of the dream. If you later encounter creatures or objects in the waking world that you saw in the dream, you can make a Lucid Dreaming check in place of any Knowledge check you may want to make about them, to gain the same information.

Action: Varies. Making a Lucid Dreaming check to realize you are dreaming, recall a dream upon awakening, or carry experience back into the waking world is a free action, and is normally performed automatically at the first available opportunity (for instance, immediately upon awakening in the case of recalling a dream). Making a Lucid Dreaming check in place of a Knowledge check, assuming you remember a dream and later need to use the information, is treated exactly like a Knowledge check- it is generally not even an action. Changing a Dreamscape aspect, whether yours or somebody else's, is a full-round action that provokes attacks of opportunity. Changing your personal appearance is a standard action that does not provoke an attack of opportunity. Moving between Dreamscapes, or to/from the Dreamheart, is a full-round action that provokes attacks of opportunity. Finally, gaining a special ability (or altering your current set) requires one full minute of concentration- ten consecutive full-round actions, none of which provoke attacks of opportunity. Of course, attempting such a change in any sort of combat tends to be a Bad Idea.
Try Again: Varies. Lucid Dreaming checks involving recall, including carrying experience to the waking world and making Lucid Dreaming checks in place of Knowledge checks, may only be tried once- either you kept the information with you, or you didn't. Other Lucid Dreaming checks normally may be retried after a failure, but only once per round (at most) no matter what kind of action the check requires to work.
Class Skill: Bard, Conjoiner, Cleric, Dragon, Elementalist, Mage-Priest, Monk, Naturalist, Psion (Seer), Sorcerer, Wizard.

Open Lock [INT; Trained Only]

Open Lock is usually used to open relatively primitive mechanical locks which are opened by keys. Even so, it can also be used to open locks which don't work on mechanical principles, such as number sequence locks or biometric (typically handprint) locks, nonphysical locks like a password to a computer system, or even mechanical locks which cannot be opened by keys (such as puzzle locks). Though it is possible to build intricate puzzle locks with modern (primitive) techniques, most such locks are Ancient technology- of course, some modern engineers are able to build even those using scavenged parts and Craft (Technology). This sort of lock presents very different problems to the would-be lockpicker than key-based locks do, and as a result the lockpick's DEX offers no significant help. Instead, the character's INT modifier must be used to open these "Codelocks."
Unlike the other dual-ability skill (Intimidate), whether a lockpicking character uses DEX or INT to open a lock depends on what kind of lock is being picked. Modern lockpicking training prepares the cracker for both types. When a character encounters a Codelock, INT is used; when a conventional key-based lock is encountered, DEX is used.
Check: Codelocks use essentially the same rules for checks that key-based locks do, aside from the different tools used for Codelocks. Using a tool such as a Codecracker Computer, or knowledge of those who are authorized to open the lock, may allow a circumstance bonus on the check. Making a check without any tools carries a minimum -4 circumstance penalty (and in many cases becomes "Practically Impossible"). Examples of some Codelocks that can be opened are:
  Lock   DC
Conventional Puzzle Lock    
  Very Simple   15
  Average   20
  Good   30
  Amazing   40
Keypad Number Lock    
  Very Simple   20
  Average   25
  Good   35
  Amazing   50
Computer Password    
  Very Simple   15
  Average   25
  Good   35
  Amazing   45
Biometric Lock    
  Very Simple   30
  Average   40
  Good   50
  Amazing   60
Genetic Imprint Lock    
  Very Simple   40
  Average   50
  Good   65
  Amazing   80

Action: Opening a Codelock requires one full minute (ten consecutive full-round actions) of work, at a minimum. Very Simple and Average Codelocks may be opened in this timeframe. Good Codelocks typically require 1d6+4 minutes of work, while Amazing ones require 1d6 × 10 minutes.
Try Again: With a typical Codelock built with advanced Ancient technology, retries are not possible, because the lock is sensitive to tampering and will resist any further attempts to crack it. Computer passwords generally allow a user a few retries, but very rarely enough to allow a character to take 20 on the check- normally, two or three retries are allowed before the system in question cuts off all access. Modern puzzle locks, on the other hand, are purely mechanical devices, and do not often have inner mechanisms to prevent trying the lock again. Of course, even where retries are possible, they are often a losing strategy due to the time involved in making even a single check (see above).
Special: Untrained characters can't open most Codelocks, but they may try basic INT checks to open puzzle locks. Untrained characters might also be able to force physical locks open by attacking them regardless of type.
Synergy: Characters with 5 or more ranks in Knowledge (Cryptography) get a +2 synergy bonus to all Open Lock checks which involve a password or keypad sequence. Characters with 5 or more ranks in Knowledge (Puzzles) get a +2 synergy bonus to all Open Lock checks which involve a conventional puzzle lock.

Taunt [CHA]

This skill is used when you want to be deliberately undiplomatic, for instance, when you want to make that guard angry enough to come after you and leave his post (so your friend can sneak in), make the chief of invading tribe A think that the chief of invading tribe B insulted his ancestors, thus making your enemies fight each other instead of you, and other situations where the opposite of Diplomacy is what's called for. Taunting is the opposite of Diplomacy in many ways; it includes knowledge of etiquette and social graces (and how to ruin both), tact and subtlety (and a talent for ignoring them), and a (bad) way with words. A skilled taunter knows the formal and informal rules of conduct, social expectations, proper forms of address, and knows exactly what he or she can get away with in terms of breaking and/or ignoring them. This skill represents the ability to draw negative attention from others onto oneself, how to deflect such attention onto somebody else, how to make fun of others in ways that really do hurt, and how to make opponents really, really angry (so that they're distracted and don't notice what you or your friends are actually trying to do).
Check: Your Taunt check determines how well you change others' attitudes towards you and others, and is opposed by the opponents' Sense Motive checks (if they recognize that your Taunting is manipulative, they're more likely to grit their teeth and ignore it). If successful, you change the target's attitude towards you or somebody else towards Hostile. The table below shows base DCs for influencing attitudes this way. Note that it is possible for particularly inept Taunting to actually make an opponent more friendly towards you; in this case, the insults were so inept that the person actually found them amusing and likes you better. For instance, a barbarian chief might laugh at your insult, and give you grudging respect for having the nerve to try to anger him at all. Whether or not a Taunt check makes an NPC more friendly is ultimately up to the DM, but the table below gives base check results for which it is possible.
Initial New Attitude (DC to achieve)
Attitude Helpful Friendly Indifferent Unfriendly Hostile
Helpful < 20 20 25 35 50
Friendly < 5 5 15 25 40
Indifferent < 1 1 15 30
Unfriendly < 1 1 20
Hostile - - - < 1 1

Action: Making a Taunt check is generally a standard action that does not provoke attacks of oportunity (despite the fact that its actual intention is to provoke the target). In some cases, it may take longer, including long times on par with Diplomacy checks- but in general, good relations can be ruined much faster than they can be built.
Try Again: You may retry Taunt checks to make opponents do foolish or dangerous things, but each failure grants them a +2 cumulative circumstance bonus to their opposed checks. Somebody who realizes that your Taunting is an attempt at manipulation is less likely to let you get under his or her skin, no matter how much your words sting.
Synergy: Taunt and Diplomacy are closely related skills. 5 or more ranks in Taunt grant a +2 synergy bonus to Diplomacy checks, because you recognize what to avoid doing when you want to favorably influence people. Likewise, 5 or more ranks in Diplomacy grant a +2 synergy bonus to Taunt checks, because you know which rules to break in order to get people angry, and when and how to break them.
Class Skill: Barbarian, Rogue.

Urban Survival [WIS]

This skill is the city-based counterpart to Survival. It covers the same skills, but the actions and knowledge necessary to perform the same functions in a city (for instance, finding enough food and water to survive) are so radically different in an urban environment, that a separate skill is a better method for handling it.
Check: You can keep yourself and others fed and safe in a city or town. The table below gives DCs for various tasks requiring Urban Survival checks.
DC
Task
10
Scrounge up enough food and water to stay alive for a day; find a reasonably safe place to sleep on the streets.
15
Determine if an urban location (such as an open courtyard or abandoned building) is safe, or is likely to collapse or to be inhabited by monsters.
15
Keep from getting lost in a large city, however mazelike the streets.
20
Gauge the mood and distribution of knowledge among the local inhabitants, and thus gain a +2 circumstance bonus to CHA-based checks made on them during the next 24 hours. You may grant the same bonus to one other character for every 1 point by which your check result exceeds 20.
20
Recognize signs of underworld factions/guilds; know whose turf you're on.
Varies
Track a target through crowds and streets (called "shadowing"; uses the Track feat)

Action: Varies. A single Urban Survival check may represent activity over several hours or even a full day. Shadowing a target through a city is typically a standard action, but picking up a target's trail after losing it often requires one or more full-round actions to get information from passers-by and the like.
Try Again: Varies. You may try to find food and shelter once every 24 hours. The result of that check applies until the next one is made. Attempting to gain the bonus to CHA-based checks may be done only once per 24-hour period, and as with finding food and shelter, the results of the check stay in place until the next one is made. Retries to avoid getting lost or determine the safety of a particular location are not allowed, but retries to determine the locations of local guilds, factions, and underworld "turf" are allowed after 1 hour. Retries to pick up a lost trail are allowed after 10 minutes of searching and talking with passers-by (if any are about).
Restriction: While anyone can use Urban Survival to shadow a target who is not trying to lose pursuit, only an Urban ranger (or character with the Track feat) can use it to follow a target who does not want to be followed.
Synergy: If you have 5 or more ranks in Gather Information, you get a +2 bonus on Urban Survival checks made to shadow a target through inhabited areas of a city. If you have 5 or more ranks in Urban Survival, you get a +2 bonus on Knowledge (Streetwise) checks.
Class Skill: Bard, Ranger (Urban), Rogue.

Use Ancient Device [WIS or INT]

Use this skill (modified by your WIS score) to activate any Ancient technology you find, and are unfamiliar with. You also use this skill (modified instead by your INT score) when creating a program within a computer system.
Check: A Use Ancient Device check must be made for each attempt to activate any one ability of an item you are not familiar with. Each successful activation of one ability grants you a cumulative +5 circumstance bonus towards activating that same ability again in the future. After this bonus reaches +20 for any one ability, you know how to activate it consistently, and no longer need to make a check to do so. This standard Use Ancient Device check is modified by your WIS score.
    Using any Ancient weapon requires a Use Ancient Device check each time you fire, activate, or deactivate it, until you have a +20 bonus as described above. You can't become proficient with a weapon or device until you no longer need checks to activate at least one of its abilities.
    You also use Use Ancient Device to create a new program within a computer system or network that you have gained access to somehow; gaining access in and of itself (or using an existing program within the system) is a standard use of the skill as described above. Creating a program, however, involves thinking more like a crafter than a mere user, and therefore is not modified by your WIS score as normal- instead, creating a new program is a Use Ancient Device check modified by your INT score as the standard Craft skills are. More specifics on creating programs can be found in the Technology document. You cannot use the skill in this way unless you have at least 5 ranks in Knowledge (Ancient Technology) or Craft (Technology).
Action: A Use Ancient Device check typically requires a standard action, and provokes attacks of opportunity. If you take a -5 circumstance penalty to the check, you may "use defensively" and avoid attacks of opportunity, but doing so still requires a standard action.
    Accessing a computer system, or a subsystem within the control set of a complex device such as a starship or cannon, typically requires a full-round action instead. Performing a complex task such as deciding which of several possible programs to run in order to uncover desired information or start up a deactivated subsystem usually requires even more time, on the order of a minute or longer (at the DM's option depending on the complexity of the task).
    Creating a new program using a standard "seeder" user interface (that is, one designed for non-programmers to use) takes 5 minutes, assuming you do not make significant modifications to the standard program you are creating. If you do make modifications, the time required to make the check is instead 10 minutes. If you create a program without using such an interface, whether because no such interface exists in the system you are creating the program for, or because you wish to make a program so different from a standard type that the interface is effectively useless, then the time required for the check rises to 30 minutes or longer (at the DM's option). A good rule of thumb is a number of minutes equal to the DC to craft the desired program.
Try Again: Under normal circumstances, failing to activate a device has no consequences other than losing the action, and you may try again with your next action. However, every time you roll a 1 when attempting to activate an ability of an Ancient device, you get a -5 cumulative penalty to further checks to activate that ability. If this gives you a net penalty to your check (i.e. you've failed to activate it more often than you succeeded), then the device must make a DC 15 Fortitude save (with no bonuses, not even yours), or it breaks and loses that ability permanently. Particularly complex devices (such as a starship or cannon) may, at the DM's option, activate an unintended function on a check that fails the DC by 5 or more- for example, you could cause the starship to run itself into the ground, cause the cannon to fire early, or activate the wrong program in the computer system you are attempting to access, making your desired task more difficult.
    Failing the DC to create a desired program normally means you fail to create any program at all- whatever you put together has no effect when activated (or "run") on the system, except perhaps to generate error messages. Rolling a 1 on a check to create a program has a different effect- instead of failing to create a program at all, you instead create a program that has undesirable effects when it runs. This could mean that the AI you create is hostile to you, or effectively insane, or it could mean that instead of creating a program to monitor the security devices in the Ancient installation you are within, you instead created a program that monitors the contents of the installation's storage lockers.
Synergy: If you have 5 or more ranks in Knowledge (Ancient Technology), you get a +2 synergy bonus for any Use Ancient Device check.
Class Skill: Bard, Rogue.

Taeran Languages

Taera and Arite have many more languages in them than those listed in the Player's Handbook, and even some languages from that book require changes. The complete list of languages available in Taeran/Aritian games is below.


Class Skills Table

Skill Barbarian Bard Cleric Conjoiner Dragon Druid Elementalist Fighter Mage-Priest Monk Naturalist Psion Psychic
Warrior
Ranger Rogue Sorcerer Wizard
Knowledge (Ancient Technology) X C X C C X C X C X X X X X X X C
Knowledge (Biology) X C X C C C C X C X X X X C X X C
Knowledge (Chemistry) X C X C C X C X C X X X X X X X C
Knowledge (Cryptography) X C X C C C C X C X X X X X C X C
Knowledge (Games and Gambling) X C X C C X C X C X X X X X C X C
Knowledge (Literature) X C X C C X C X C X X X X X X X C
Knowledge (Mathematics) X C X C C X C X C X X X X X X X C
Knowledge (Poisons) X C X C C X C X C X X X X X C X C
Knowledge (Politics) X C X C C X C X C X X X X X X X C
Knowledge (Puzzles) X C X C C X C X C X X X X X X X C
Knowledge (Streetwise) X C X C C X C X C X X X X S C X C
Knowledge (War) X C X C C X C C C X X X C X X X C
Lucid Dreaming X C C C C X C X C C C S X X X C C
Taunt C X X X X X X X X X X X X X C X X
Urban Survival X C X X X X X X X X X X X S C X X
Use Ancient Device X C X X X X X X X X X X X X C X X

X - Cross-class skill for this class
S - Class skill for one or more subclasses of this class
C - Class skill for this class

Skill Synergy Table

Note: For completeness, entries from core books have been included in the table below. Entries in red are repeated from the Player's Handbook; entries in blue are from the Expanded Psionics Handbook.
5 or more ranks in...
Gives a +2 bonus on...
Autohypnosis
Knowledge (Psionics) checks
Bluff
Diplomacy checks
Bluff
Disguise checks to act in character
Bluff
Intimidate checks
Bluff
Sleight of Hand checks
Concentration
Autohypnosis checks
Craft
related Appraise checks
Decipher Script
Use Magic Device checks involving scrolls
Diplomacy
Taunt checks
Escape Artist
Use Rope checks involving bindings
Gather Information
Urban Survival checks made to shadow a target through inhabited portions of a city
Handle Animal
Ride checks
Handle Animal
Use Ancient Device checks made to teach tricks to an AI of animal-level intellect
Handle Animal
Wild Empathy checks (class feature)
Jump
Tumble checks
Knowledge (Ancient Technology)
Use Ancient Device checks
Knowledge (Arcana)
Spellcraft checks
Knowledge (Architecture & Engineering)
Search checks involving secret doors and similar compartments
Knowledge (Biology)
Heal checks
Knowledge (Chemistry)
Craft (Alchemy or Poisonmaking) checks
Knowledge (Cryptography)
Decipher Script checks made to discern a secret message
Knowledge (Cryptography)
Open Lock checks made on Codelocks involving a password or number/symbol sequence
Knowledge (Cryptography)
Sense Motive checks made to discern a secret message
Knowledge (Dungeoneering)
Survival checks when underground
Knowledge (Games and Gambling)
Gather Information checks
Knowledge (Geography)
Survival checks to keep from getting lost or for avoiding hazards
Knowledge (History)
Bardic Knowledge checks (class feature)
Knowledge (Literature)
Perform (Act, Comedy, Oratory, or Sing) checks
Knowledge (Local)
Gather Information checks
Knowledge (Mathematics)
Diplomacy checks made to influence sentient machines
Knowledge (Mathematics)
Knowledge (Cryptography or Puzzles) checks
Knowledge (Nature)
Survival checks in aboveground natural environments
Knowledge (Nobility & Royalty)
Diplomacy checks
Knowledge (the Planes)
Knowledge (Biology) checks related to inhabitants of other planes
Knowledge (the Planes)
Survival checks when on other planes
Knowledge (Poisons)
Craft (Poisonmaking) checks
Knowledge (Poisons)
Heal checks
Knowledge (Politics)
Bluff checks made to fool government agents or workers
Knowledge (Politics)
Diplomacy checks made on government agents or workers
Knowledge (Psionics)
Psicraft checks
Knowledge (Puzzles)
Open Lock checks made on puzzle locks
Knowledge (Religion)
checks to use special Domain powers (class feature)
Knowledge (Religion)
checks to Turn or Rebuke Undead (class feature)
Knowledge (Streetwise)
Gather Information checks
Knowledge (War)
Diplomacy checks made on soldiers
Knowledge (War)
Knowledge (Games and Gambling) checks made to play a strategy game (such as chess)
Psicraft
Use Psionic Device checks related to powerstones
Search
Survival checks when following tracks
Sense Motive
Diplomacy checks
Spellcraft
Use Magic Device checks involving scrolls
Survival
Disguise checks made to imitate animal sounds
Survival
Knowledge (Nature) checks
Taunt
Diplomacy checks
Tumble
Balance checks
Tumble
Jump checks
Urban Survival
Knowledge (Streetwise) checks
Use Magic Device
Spellcraft checks to decipher spells on scrolls
Use Psionic Device
Psicraft checks to address powerstones
Use Rope
Climb checks involving climbing ropes
Use Rope
Escape Artist checks involving ropes