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All Rules in Consolidated Skills

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Altering Skill Bonuses

Source Pathfinder Unchained pg. 67
To adjust the rest of the system, use the guidelines below. Generally, an ability or effect that would normally grant a bonus on multiple types of skill checks instead grants a bonus on half as many, rounded down (minimum 1).

Bonuses for Function

Source Pathfinder Unchained pg. 67
For feats and abilities that grant bonuses or penalties to skills, it’s best for the GM to either ban them or adjust them to work only with specific functions of the feat. That is to say, the consolidated skills still cover the functions of the skills they’ve absorbed, so a bonus can still apply to only a specific function. For example, the Intimidating Prowess feat should add a character’s Strength modifier instead of Charisma only when using the Influence skill to intimidate, rather than adding it to the Influence skill in all cases. The jump spell should give a bonus only on Athletics checks to jump, rather than on all Athletics checks. There are no direct conversions for this effect, so it must be done on a case-by-case basis.


Source Pathfinder Unchained pg. 67
If a feat, prestige class, or other ability requires a certain number of ranks in a skill, directly convert that core skill to the consolidated skill. Use the same number of ranks. For example, the Mounted Combat feat would require Acrobatics 1 rank instead of Ride 1 rank.

Monster Skill Bonuses

Source Pathfinder Unchained pg. 68
When running a prebuilt monster, the GM can convert core skills to consolidated skills on the fly. The GM can choose one of two paths: either use the monster’s highest printed bonus as its bonus with the relevant consolidated skill, or treat each bonus as though it applies only to a sub-function of a consolidated skill. For example, an ice devil has a +22 bonus on Acrobatics checks and a +13 bonus on Fly checks. The GM could either give the devil a +22 bonus on all Acrobatics checks, or use the +22 bonus if the monster is moving through a threatened area and the +13 bonus if it’s flying. Either approach can work, but the GM should be consistent with which she uses.

A GM using the highest-bonus approach still might want to consider separating out the bonuses in the case of large racial modifiers. A monster with a climb speed should probably not get its +8 racial bonus on Athletics checks to jump or swim.