Level-Independent Skills for Pathfinder
Level-Independent
Skills allow for continued character advancement that is
separate from experience points and level gain. This is most beneficial to
groups who prefer lower-level play and combined with Epic
6
as characters can continue to gain feats from experience while also using downtime
to improve skills or attend
to other matters. The added detail and flexibility comes
with a cost, however. Most drastically, these rules alter the core
mechanic of d20
games with regard to skills; skill checks are rolled with a d100 and the target
number is your skill level or less. It is possible to use a d20 for skill
checks, but all percentages would need to be divided by 5 (a skill level of 62%
becomes 12). Even so, the highest possible roll, ‘00’ (or ‘20’) is always a failure on skill checks, while the
lowest possible roll always succeeds. The target number for skill checks is now
equal to the skill level with higher rolls being better than lower ones (unless
the roll exceeds skill level).
Some interactions between skills and other abilities need a little reworking, using Acrobatics to move through threatened spaces, for example. The skill check DC for this action is based on the opponent’s combat maneuver defense (primarily a function of base attack bonus at higher levels). The skill level modifiers provide a value that should be used in these instances, however since skills are level-independent, they don’t scale with base attack bonus. The gamemaster will need to decide how to handle hiccups like this one when making use of this system.
Some interactions between skills and other abilities need a little reworking, using Acrobatics to move through threatened spaces, for example. The skill check DC for this action is based on the opponent’s combat maneuver defense (primarily a function of base attack bonus at higher levels). The skill level modifiers provide a value that should be used in these instances, however since skills are level-independent, they don’t scale with base attack bonus. The gamemaster will need to decide how to handle hiccups like this one when making use of this system.
For this specific example, the base attack bonus can
be removed from CMD and replaced with a flat value such as CMD = 15 + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers. Another
option is adding some function of level to the Acrobat’s check, such as ‘+ half
your level’, although this undermines the concept of level-independence to a
degree. Of course, in Dungeons &
Dragons 3rd edition, this function of Acrobatics was handled with the Tumble skill but the
check was made against a DC 25 and a success prevented attacks of opportunity. It
would be reasonable to revert to a similar mechanic and use a simple skill
check; perhaps penalized for task difficulty and/or the number of opponents.
Skill Levels
Skill
levels represent a certain degree of accomplishment and may provide a bonus to
rolls other than skill checks as summarized on the table below:
The
modifiers associated with each skill level apply to actions other than skill
checks that are influenced by a character’s competency with a particular skill.
Apply the modifier to any attacks associated with a weapon skill (use the
number before the slash at 41% or higher) and to uses of the skill that have a
difficulty class modified by the statistics of another character or creature.
For example, attempting to use Intimidate
to demoralize an opponent has a DC of 10 + the target’s Hit Dice + the
target’s Wisdom modifier.
If Kaasava the Rogue has Intimidate 74% and Charisma 13, she rolls a d20 and
adds +6 (+5 from her skill level and + for her Charisma modifier) against the
indicated DC.
Note:
The numbers before the slash in the modifier column of the Skill Levels table
should be applied in any cases where a function of character level is used
(including base
attack bonus and saving
throws) or in other instances when a character’s skill
ranks don’t directly affect the check being made (such bonuses to armor
class or a spellcaster’s spell DC)
when using the standard rules.
Untrained Skills and Base Skill
Level
Most skills begin with a default skill level of untrained as determined by the ability score or scores most relevant to the skill. If a skill doesn’t require special training and effective use only relies on one ability score, the beginning skill level is equal to that ability score.
For example, the Crossbow skill can be used by any character from a culture able to produce such weapons. Therefore, any character who could reasonably draw, cock, and aim these weapons has a base Crossbow skill level equal to their Dexterity score.
Most skills begin with a default skill level of untrained as determined by the ability score or scores most relevant to the skill. If a skill doesn’t require special training and effective use only relies on one ability score, the beginning skill level is equal to that ability score.
For example, the Crossbow skill can be used by any character from a culture able to produce such weapons. Therefore, any character who could reasonably draw, cock, and aim these weapons has a base Crossbow skill level equal to their Dexterity score.
If
two or more ability scores could affect the use of a skill, add all of those
scores together and divide by the number or relevant scores to determine a
character’s untrained base skill level.
Disguise relies on Charisma to convincingly portray a disguise, but awareness of personal mannerisms makes Wisdom equally important. A disguised character may need to suppress her own idioms or emulate those she has observed in others. As such, the starting skill level for Disguise is determined by adding together the character’s Wisdom and Charisma, then dividing the result by two (round down). For Example, a Kaasava the Rogue has Wisdom 11 and Charisma 13 so her untrained Disguise skill level is 12%.
The gamemaster might decide that using a Disguise successfully also relies on Intelligence. If this is the case, assume Kaasava has an Intelligence of 10. Her base Disguise skill would begin at 11% (INT+WIS+CHA/3) in that case.
Disguise relies on Charisma to convincingly portray a disguise, but awareness of personal mannerisms makes Wisdom equally important. A disguised character may need to suppress her own idioms or emulate those she has observed in others. As such, the starting skill level for Disguise is determined by adding together the character’s Wisdom and Charisma, then dividing the result by two (round down). For Example, a Kaasava the Rogue has Wisdom 11 and Charisma 13 so her untrained Disguise skill level is 12%.
The gamemaster might decide that using a Disguise successfully also relies on Intelligence. If this is the case, assume Kaasava has an Intelligence of 10. Her base Disguise skill would begin at 11% (INT+WIS+CHA/3) in that case.
Unskilled, Trained, Accomplished,
Expert and Master Characters
Unskilled
characters have no faculty with the skill in question. This is the base skill
level for any skill that requires training. A character with this level in a
skill has a 0% chance to succeed when attempting it. An exception can be made
if a trained character is able to provide direct instruction. In this case, the
attempt will only succeed on a result of ‘01’ unless there are favorable
modifiers to apply.
Trained
characters probably use their skill on a daily basis and can earn a living with
it. Accomplished characters are
highly dedicated to maintaining and improving the skill in question. Such
characters are able to train others in the use of the skill. Expert and Master characters are both passionate about the skill and are very
likely to look for opportunities to teach it to others or to seek the
recognition of other practitioners. Masters are exceedingly rare and are likely
to be well known, even by lay-persons, over a wide region.
Skill Checks
Instead
of rolling skill checks against the difficulty class of the task attempted, players
now roll 1d100 against their skill level. A
roll that is equal to or less than that skill level succeeds. Results of
‘00’ always fail and results of ‘01’ always succeed. Some skill checks are
opposed by the target's skill check. When making an opposed skill check, each
character involved makes a skill check. If more than one character succeeds,
the highest successful roll wins. If
each character fails, the lowest failing
roll comes closest to success although this may be irrelevant depending on
the skill used and circumstances surrounding the check.
If
it is important to know how well a character performs a skill related task,
higher successful rolls represent a greater degree of success. Similarly, lower
failing rolls are less disastrous than higher ones. A character with a Skill
Level of 59% succeeds on a roll of ‘01’, but the success isn’t noteworthy while
a roll of ‘59’ means that the character achieved the absolute best result they
are capable of. If the player rolls a ‘63’ on a check for the same skill, the
character’s effort was good but the result came short of the mark. Perhaps they
attempted something a little too ambitious for someone at their level of
training.
Bonuses and Penalties
Bonuses
are added to the character’s effective
skill level, while penalties are subtracted from it before checking for
success. A bonus of +5% on a check made with a skill level of 62% has an
effective skill level of 67%, so the character succeeds on a check result of 67
or less. If, after applying all bonuses and penalties, the effective skill
level is reduced to 0% or less it
becomes impossible for any character to succeed at the task unless the
gamemaster decides the circumstances should allow for an exception, in which
case a roll of ‘01’ succeeds.
When
a character is not in immediate danger or distracted, the player may choose to make
a routine check. Instead of rolling 1d100 for the skill check, assume the check
succeed as though the player rolled one less than the character’s actual skill level and thus the check
is automatically successful. Distractions or threats (such as combat) make it
impossible for a character to make a routine check. Keep in mind that bonuses
and penalties change only the effective skill level (not the actual skill
level) and so accumulated modifiers that reduce the effective skill level by
more than -1% cause any routine check to fail.
Regardless
of the character’s actual skill level, treat the results of the check as if ‘01’
was rolled; a mediocre success at best.
When
a character has plenty of time, is not faced with threats or distractions, and the
skill being attempted carries no
penalties for failure, the player can choose to take 1 at the task. This
indicates the character keeps trying until achieving success and assumes multiple
failed attempts or false starts before succeeding. Taking 1 requires additional
time based on the difference between the actual skill level the character
possesses and the effective skill level of the check as summarized on the table
below.
Characters
taking 1 automatically fail any check when their effective skill level would be
4% or lower. When the player wouldn’t know the sum of all bonuses or penalties
applied to the check, they should be informed of the failure only after the
character has consumed the required amount of time.
Difficulty Level
Since
skill checks are rolled against the character’s skill level rather than a
target number, the difficulty level of a task may apply a bonus or penalty to a
skill check. See the Task Difficulty
table below for a summary of these modifiers and a comparison to standard
difficulty classes. Because skill levels have a wider range than skill ranks it
is possible to tune difficulty levels more finely when appropriate. Some tasks
may be less difficult than Average and but not quite qualify as Easy and so
receive a +10% or +15% bonus to the attempt at the gamemaster’s discretion.
Learning and Maintaining Skills
Skill
Levels can be improved during the character generation process, as well as
through and regular use. Each skill possesses attributes which influence a
character’s ability to learn them.
Progression
A skill’s rate of progression is represented by a die type, usually d4, d6, d8
or d10. If a skill improves, roll the appropriate die and add the result to the
character’s skill level.
Difficulty
Each skill has a learning difficulty which modifies Intelligence checks made to
improve a skill (see Improving Skills below). Easier skills apply a bonus to
the learning check while harder skills receive a penalty.
Training Time and Cost
The training time and cost of a skill indicates how long a character must train
to improve a skill and is the total price of formal instruction in the use of
it. Some very basic skills may not be available for formal training as
characters are assumed to be able to learn what they need to know on their own,
perhaps during childhood. In this case, the cost for training would need to be
worked out on a case by case basis.
Starting Skill Levels
1st
level characters choose a number of standard skills equal to the number of
skill ranks granted by their class plus Intelligence modifier.
In addition, each class provides training in certain weapon skills (see below).
The starting skill levels for each selected skill and each trained weapon skill
are determined as follows:
40% + relevant ability score(s) +
progression die + progression die (class skills only)
The
progression die is rolled a second time and added to the starting skill level
of any class skill. Barbarians, Fighters, Monks, Paladins and Rangers treat all
weapon skills as class skills and so roll the progression die twice to
determine the skill level of trained weapons. Bards, Clerics, Druids, Monks and
Rogues may designate one weapon skill as a class skill and roll the progression
die twice for these weapons only.
Barbarians,
Fighters, Monks, Paladins and Rangers may choose to focus in one weapon skill. When they do, only that weapon skill is
considered a class skill, however they add two more rolls of the progression
die to their starting skill level with it (four rolls of the progression die in
total).
In addition to these starting values, any skills that can be used untrained (including most weapons) begin at a skill level determined by their relevant ability score(s) and weapon famailiaty may provide a higher starting skill level with related weapon types (see Weapon Familiarity below).
In addition to these starting values, any skills that can be used untrained (including most weapons) begin at a skill level determined by their relevant ability score(s) and weapon famailiaty may provide a higher starting skill level with related weapon types (see Weapon Familiarity below).
Starting Weapon Skills by Class
Barbarians,
Fighters, Paladins and Rangers:
axe/mace, bow, broadsword, crossbow, flail, knife, lance, polearm, rapier,
saber, short sword, sling, spear, spear-thrower, staff, thrown knife, thrown
spear, two-handed axe/mace, two-handed flail, two-handed sword, unarmed.
Bards:
broadsword, crossbow, knife, rapier, short sword, sling, spear, staff, thrown
knife, thrown spear, whip.
Clerics:
axe/mace, crossbow, knife, spear, staff, thrown spear, two-handed axe/mace.
Druids:
axe/mace, blowpipe, knife, polearm, saber, sling, spear, staff, thrown
knife, thrown spear, unarmed/natural.
Monks:
axe/mace, crossbow, flail, knife, short sword, sling, spear,
staff, thrown knife, thrown shuriken, thrown spear, unarmed.
Rogues:
blowpipe, crossbow, garrote, knife, rapier, short sword, sling, thrown
knife, unarmed.
Sorcerers:
crossbow, knife, sling, spear, staff, thrown knife, thrown spear.
Wizards:
crossbow, knife, staff, thrown knife.
Weapon Familiarity
Upon
reaching a certain level of skill with a weapon, a character’s ability to wield
similar weapons improves. If any weapon skill level is high enough familiar
types of weapon skills may have a higher starting skill level than is indicated
by the relevant ability score(s). Check the table below to see which weapons
skills provide weapon familiarities:
The
percentages shown under weapon familiarities indicate that any character’s
skill level is equal to at least the
skill level in primary weapon minus the indicated percentage points to a maximum of 25%. If this value is less
than the character’s relevant ability score, use that instead. For example if a
Kaasava the Rogue has a skill level of 62% with Short Sword, the starting level
of her skills with Broadsword, Knife and Saber begin at 25% even though she
hasn’t trained with these weapons. Since her Dexterity score is 17 and her
Strength is 11, Kaasava’s skill levels with these weapons would have only been
14%, 17%, and 14% respectively if not for her exceptional level of competence
with Broadsword.
Improving Skills
Characters
usually improve skill levels after character generation by training for a
number of days as indicated by that skill. Training requires total attention
for 8 hours per day for the required number of days.
After
completing a course of study, the student makes learning check and adds his or her Intelligence
modifier against a DC of 15. Success indicates that the skill level improves
according to its progression rating. If the check fails, a character can
continue to train for a number of days equal to one-fourth of the usual
required training time (round down) and then make another learning check with a
+1 circumstance bonus. The student can continue to study this way indefinitely until
they succeed or leave their training behind (increase the circumstance bonus by
+1 for each additional training interval). If a character breaks off training
before completing the requisite number of training days, they must start over
completely. If the required number of training days were met, but the learning check
failed, the character can resume study and attempt another check (with no circumstance
bonus) after one-fourth the usual training time.
The following types of training are available and may modify the required training time:
The following types of training are available and may modify the required training time:
Formal Training:
The character has access to a qualified instructor and training materials.
Training time is unmodified. The gamemaster may assign a bonus or penalty to
the student’s Intelligence
check after the course is completed depending on the quality of the instructor.
Informal Training: The character either studies independently to improve the skill or receives mentoring from another character with a higher skill level. Independent study doubles the number of training days required to improve a skill. Training with a mentor takes up the usual amount of time, however the mentor should make a skill check at the end of the training period. If the check fails, the student’s learning check DC is increased to 25 and if the check fails, the skill can only be improved by completing a formal training course.
Informal Training: The character either studies independently to improve the skill or receives mentoring from another character with a higher skill level. Independent study doubles the number of training days required to improve a skill. Training with a mentor takes up the usual amount of time, however the mentor should make a skill check at the end of the training period. If the check fails, the student’s learning check DC is increased to 25 and if the check fails, the skill can only be improved by completing a formal training course.
On-Task Training:
While working or performing other skill related tasks, characters can improve
related skills. The skill to be improved must be one that the character uses at
least half of the time during the course of their work. Since the character’s
attention is generally focused on completing tasks using tried methods,
multiply the training time required by at least four (round up).
Keep in mind that some duties aren’t conducive to training. A guard might primarily use Perception while keeping watch, but most of the time spent is probably simply walking around and occasionally scrutinizing an out of place person or sound. It’s doubtful that this would meet the criteria for using this skill half of the time while on duty.
Keep in mind that some duties aren’t conducive to training. A guard might primarily use Perception while keeping watch, but most of the time spent is probably simply walking around and occasionally scrutinizing an out of place person or sound. It’s doubtful that this would meet the criteria for using this skill half of the time while on duty.
Spontaneous Improvement:
Characters
have a chance to improve a skill when putting forth their best effort under
extreme conditions. When a skill check is called for and the character is
involved in a stressful situation, a small chance exists that the character will
gain special insight into the skill being used. If the skill check result
(after any modifiers) is equal to the chance of success, the character learns
something from the experience. If the character has a positive Wisdom
modifier, this extends the range of spontaneous improvement by that number. For
example, a Wisdom score of 12 (+1 bonus) allows spontaneous improvement on a
roll equal to the skill level or skill level minus one.
For weapon skills, any character who scored a critical hit during an encounter may be able to improve their skill level. Roll a Wisdom check (DC 10) at the end of the encounter. On a success, there is a chance for spontaneous improvement. If the character scored a critical hit with more than one weapon during the encounter, the player chooses only one of those skills prior to making their Wisdom check.
For weapon skills, any character who scored a critical hit during an encounter may be able to improve their skill level. Roll a Wisdom check (DC 10) at the end of the encounter. On a success, there is a chance for spontaneous improvement. If the character scored a critical hit with more than one weapon during the encounter, the player chooses only one of those skills prior to making their Wisdom check.
At the beginning of the next adventure or game session, the player should roll 1d100 for any skills with a spontaneous improvement chance. If the result is higher than the character’s current skill level, increase it according to the progression rating for that skill. In addition, if the result was within 10 points of the character’s skill level, add +1 to the progression die roll the next time the character trains this skill. This bonus applies whether or not spontaneous improvement occurs (i.e. the bonus applies whether the roll was higher or lower than the character’s skill level as long as the result was within 10 points). If the skill level is 100 or more, the skill improves only on a roll of ‘00’ and only by 1 point regardless of the normal progression rating.
Skill Maintenance (Option)
If
characters don’t use their skills, they will degrade over time. Players should
add a check mark next to a skill under the following circumstances: The
character receives at least 8 hours of formal training in the skill; the
character performs at least 2 days of independent study in the skill; the
character performs skill related work for at least 4 days; or the character
succeeds on a skill check (or attack roll for weapon skills) that the
gamemaster called for during an adventure.
At the end of one month, each skill without a check beside it should degrade by one point.
At the end of one month, each skill without a check beside it should degrade by one point.
Since this added bookkeeping may not appeal to some groups, skill maintenance is optional.
Character Class and Skill Improvement
All
classes receive a +2 bonus to learning checks made to improve class skills. In
addition, each class learns and improves skills differently as indicated in the
descriptions below. For
the purposes of these adjustments, treat multiclass
characters as belonging to the class in which they most recently advanced.
Barbarian
•Barbarians
advance the progression die of any skill increased with spontaneous improvement
by 2 steps (i.e. 1d6 becomes 1d10, 1d8 becomes 1d12, etc.) and add +2 to the
progression rating of class skills improved spontaneously. For example, if a
Barbarian successfully increases his Spear skill as a result of spontaneous improvement,
the skill level improves by 1d10+2 instead of 1d6.
•Barbarians
extend the range of the spontaneous improvement chance by 2 and receive a +2
bonus on Wisdom checks to confirm a chance for spontaneous improvement of
weapon skills (just as if their Wisdom score were 4 points higher).
•Barbarians
gain a +5 bonus to learning checks made when completing informal training
through independent study and on-task training.
•Barbarians
suffer a -5 penalty to learning checks when completing formal training.
•Completing
a course of training through independent study or on-task training consumes less
time for a Barbarian. Independent study only increases the usual training time
by half and the multiple of any on-task training is reduced by one. For
example, if on-task training for the skill normally multiplies the required
number of training days by four, it is only multiplied by three for a Barbarian.
•When
a Barbarian receives informal training from a mentor who has no Barbarian
levels, the mentor’s skill check suffers a -10% penalty.
Bard
•Bards
advance the progression die of all class skills by 1 step (i.e. 1d6 becomes 1d8).
•Bards
may roll the progression die twice for when improving class skills and take the
better result.
•Bards
receive a +2 bonus to all learning checks and extend the range of the spontaneous
improvement chance by 2.
Cleric
•Clerics
advance the progression die of the weapon skill they chose as a class skill by
one step.
•Clerics
gain a +5 bonus on learning checks made when completing both formal training and
informal training with a mentor.
•When
acting as a mentor for another character conducting informal training, the
Cleric’s skill check receives a bonus of +10%.
Druid
•A
Druid adds her Wisdom modifier to the progression die roll when her skill level
increases as a result of spontaneous improvement.
•Druids
add +1 to the progression rating of all class skills.
•Druids
advance the progression die of any skill increased with spontaneous improvement
by 1 step (i.e. 1d6 becomes 1d8).
•Druids
receive a +5 bonus on learning checks made when completing informal training
Fighter
•Fighters
add +1 to the progression rating all weapon skills.
•Fighters
advance the progression die of all weapon skills by 1 step (i.e. 1d6 becomes
1d8).
•Fighters
gain a +5 bonus on all learning checks made to improve weapon skills.
•When
improving any weapon skill, a Fighter may roll the progression die twice and
take the better result.
Monk
•A
Monk adds his Wisdom bonus (if any) to all learning checks.
•A
Monk adds his Wisdom bonus (if any) to the progression rating of all class
skills.
•Monks
gain an additional +2 bonus to learning checks when completing formal or informal
training
•When
improving a skill through formal or informal training, advance the progression die
of any skill increased by 1 step (i.e. 1d6 becomes 1d8).
•Whenever
a Monk improves his Unarmed skill, the Monk’s player rolls the progression die twice
and takes the better result.
Paladin
•A
Paladin may reroll the progression die when improving any weapon skill but must
keep the second result.
•Paladins
add +1 to the progression rating of all class skills
•Paladins
gain a +2 bonus on learning checks made when completing formal training or
informal training with a mentor. This bonus increases to +5 for weapon skills.
Ranger
•A
Ranger extends the range of his spontaneous improvement chance by 2.
•Rangers
add +1 to the progression rating of any skill increase resulting from informal training,
on-task training, or spontaneous improvement.
•Rangers
advance the progression die of all class skills by 1 step (i.e. 1d6 becomes 1d8).
•Rangers
gain a +5 bonus on learning checks made when completing informal training or
on-task training.
Rogue
•A
Rogue advances the progression die of all class skills by 1 step (i.e. 1d6
becomes 1d8).
•A
Rogue extends the range of her spontaneous improvement chance by 2.
•Rogues
add +1 to the progression rating of all skills.
•Rogues
receive a +2 bonus to all learning checks.
•When
improving any class skill, a Rogue may roll the progression die twice and take the
better result.
Sorcerer
•A
Sorcerer extends the range of the spontaneous improvement chance by 2.
•Completing
a course of training through independent consumes less time for a Sorcerer.
Such training only increases the usual required training time by half.
•Sorcerers
gain a +5 bonus to learning checks made when completing informal training.
Wizard
•Wizards
gain a +2 bonus to all learning checks.
•When
checking for spontaneous improvement, a Wizard only adds +1 to the progression
die the next time he receives training in the skill if the result was within 5
points of his skill level.
•A Wizard adds his Intelligence modifier to the progression rating of all class skills.
•A Wizard adds his Intelligence modifier to the progression rating of all class skills.
Skills and Combat
A
character’s weapon skills measure his or her combat effectiveness and provide a
bonus to all attack rolls made with weapons using that skill. Accomplished characters gain a +1 bonus
to attack rolls when wielding associated weapons, while experts and masters
increase this bonus to +2 and +3 respectively. These bonuses replace those
provided by Weapon
Focus, Greater
Weapon Focus and Mythic
Weapon Focus (if Mythic rules are used, Mythic
Weapon Focus provides an additional +1 attack bonus). Characters with a weapon
skill of 51% or higher meet the prerequisite of having the Weapon Focus feat
for that weapon (gamemasters should consider adding a different feat as a
required perquisite for other feats, abilities and prestige classes).
Weapon
skill checks can also be used to perform feats of skill with the weapon and to
quickly resolve brawls or other challenges that are trivial to the adventure or
campaign. For example, a Bow skill check can be used instead of attack rolls to
determine an archer’s success at simple target shooting and if participating in
a competition, opposed rolls can be made for all participants to quickly
determine the winner. Likewise, an Unarmed skill check can be used when drunken
characters participate in a tap house donnybrook (less belligerent characters
might attempt Stealth checks to go on sipping their drinks unmolested). The
highest successful Unarmed check clears the room, while the losers walk away
with a sore jaw (if they also succeeded their checks) or are left unconscious
under the table (if they fail). The highest failing roll may indicate that the
unfortunate lout was tossed into bar (shattering bottles) or forced to slide
across it. How embarrassing.
Skills and Luck
When
using Luck
as an optional ability score, add or subtract the character’s Luck ability
score modifier to the starting skill level of all
skills. At the gamemaster’s option, a character with a Luck bonus can attempt
to use any skill untrained
as though their skill level was equal to their Luck modifier (only add relevant
ability scores if the character has an ability or feat allowing for checks to
be made untrained such as Bardic
Knowledge or Dilettante).
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