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GM Screen
Pathfinder Unchained
/
Simple Monster Creation
/
Step 8: Skills
Choosing Skills
Source
Pathfinder Unchained pg. 240
Picking a monster’s skills should be simple. Typically, a monster should have master skills that match its highest ability modifiers. For example, if you have a monster with a high Dexterity modifier, consider Acrobatics, Escape Artist, and Stealth when choosing its master skills. If you find yourself unsure of which skills to give a monster, or if you draw a blank after selecting a few especially important ones, you can skip the rest of the skills step. A table listing the skills appears below for easy reference. To make it faster to select a monster’s spells, the table is divided into the most useful combat skills in the left-hand column and all other skills in the right-hand column. Combatants typically choose only combat skills.
Table 5-8: Skills
Combat Skill
Noncombat Skill
Acrobatics
Appraise
Climb
Bluff
Escape Artist
Craft
Fly
Diplomacy
Heal
Disable Device
Intimidate
Disguise
Perception*
Handle Animal
Ride
Knowledge (arcane)
Sleight of Hand
Knowledge (dungeoneering)
Spellcraft
Knowledge (engineering)
Stealth
Knowledge (geography)
Swim
Knowledge (history)
Use Magic Device
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Linguistics
Perform
Profession
Sense Motive
Survival
* Perception defaults to the good modifier for all monsters.