Skill Unlocks

Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat (see below) can earn skill unlocks for a single skill, and they are a prime feature of the Unchained Rogue, who uses her rogue's edge ability to gain skill unlocks for several of her most iconic skills.

If you have a skill unlock (via any means) you can invest additional skill points into the skill to gain the unlocks at earlier levels.  For 1 skill point you gain the 5 rank benefit with only 4 ranks, for 3 skill points you gain the 10 rank benefit with only 8 ranks, for 6 skill points you gain the 15 rank benefit with only 12 ranks, for 10 skill points you gain the 20 rank benefit with only 16 ranks. These additional skill points do not count as ranks but can be spent in addition to your normal maximum of ranks.  The skill point cost represents the total cost, it is not cumulative. If you possess the Skill Focus feat for the skill you gain these benefits automatically without spending any skill points.

Signature Skill (General)
Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot.
Prerequisite: 5 ranks in the chosen skill.
Benefit: Choose one skill. You gain the ability listed in that skill's 5 ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If you choose a Knowledge skill you gain the listed powers only for one category of that skill, such as Knowledge (Religion).
Special: This feat can be taken once for every 5 levels you have, and it stacks with the rogue's edge ability and the cutting edge rogue talent.

Acrobatics

With sufficient ranks in Acrobatics, you earn the following:
5 ranks: You can move at normal speed when using Acrobatics by increasing the DC of the check by 5 (instead of by 10). You are never denied your Dexterity bonus for attempting Acrobatics checks.
10 ranks: You can attempt an Acrobatics check and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling or being knocked prone. You must choose to use this ability before the trip attempt or Reflex save is rolled.
15 ranks: You do not provoke attacks of opportunity when standing up from prone. You can move at normal speed when using Acrobatics without increasing the DC, and the DC to do so while running only increases by 10 (instead of 20).
20 ranks: You never fall prone at the end of a fall as long as you remain conscious and the DC to negate falling damage is halved. Once per encounter, when you take damage, you can attempt an Acrobatics check as an immediate action with a DC equal to the damage taken; if you succeed, you reduce the damage by half.

Appraise

With sufficient ranks in Appraise, you earn the following:
5 ranks: A successful DC 20 Appraise check reveals whether an item is magical, and a second check (DC = 15 + the item's caster level) unveils its properties. You can use Appraise to detect non-written forgeries and counterfeits.
10 ranks: You can determine the most expensive object a creature is wearing or wielding (or in a 5-foot cube) as a standard action by succeeding at a DC 20 check. You never make a wildly inaccurate appraisal of an item's value.
15 ranks: You can substitute an Appraise check at a –10 penalty for a Will save to disbelieve a figment or glamer. You can appraise as a free action by increased the DC by 5.
20 ranks: Determining the most expensive object as above is a move action, and if the check succeeds, you gain a +2 circumstance bonus on combat maneuver checks or skill checks to steal that object or disarm a creature of that object for 1 minute.

Athletics

With sufficient ranks in Athletics, you earn the following:
5 ranks: You are no longer denied your Dex bonus when climbing, and can swim at half your speed by increasing the DC by 5. You can move a creature your full speed when attempting to move a grappled opponent.
10 ranks: You can climb or swim at your full speed by increasing the DC by 10. The DC for high jumps (or the height of long jumps) becomes 3 per 1 foot of height.
15 ranks: You ignore the penalties for attacking underwater. When making an Athletics check to jump you can avoid attacks of opportunity from the square you are leaving if your Athletics check is 5 or more higher then the opponent's CMD.
20 ranks: Once per encounter as immediate action you can make an athletics check with a -10 penalty in place of a Fortitude save. In addition anytime you successfully cover 20 or more feet while jumping you gain a +4 bonus on your next CMB check made before the end of your turn. You take no penalty for climbing and swimming at half speed, and only a -5 for doing so at full speed.

Autohypnosis

With sufficient ranks in Autohypnosis, you earn the following:
5 ranks: You can now resist movement penalties that result from any wound, not just caltrops (EG hamstringing) with a successful DC 18 autohypnosis check.
10 ranks: You can make an Autohypnosis check with a -10 penalty in place of a Will save to resist a fear effect or a Fortitude save to resist a poison. You can attempt an Autohypnosis check to avoid losing hit points while acting at or below 0 hp, such as from Diehard or Ferocity.
15 ranks: You can now trigger your own healing surge while unconscious with a successful DC 15 Autohypnosis check.
20 ranks: Even on a failed save you reduce the effect of a fear effect one step. In addition once per encounter you can attempt a 2nd save vs a failed fear effect one round later. This second save does not reduce the severity of fear a second time. Also you need 1 less successful save vs poisons (minimum 1) to clear a poison (EG if it takes 3 saves to clear a poison, it would now only take 2).

Bluff

With sufficient ranks in Bluff, you earn the following:
5 ranks: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.
10 ranks: You take no penalty to Bluff a creature after a failed check unless you failed by 5 or more. If you successfully feint a creature they are denied their dexterity to AC for the next attack from anyone, not just you.
15 ranks: Creatures magically attempting to read your thoughts, detect your alignment, or reveal when you are lying must attempt a caster level check (DC = 11 + your ranks in Bluff) or the effect reveals nothing. If you have Improved Feint, you can feint as a swift action.
20 ranks: As a full-round action, you can make a suggestion (as the spell, maximum duration 1 hour) to a creature within 30 feet (Will negates, DC = 15 + your Charisma modifier). A creature that saves against your suggestion is immune to further uses of this effect for 24 hours, and whenever the suggested creature is specifically confronted with proof of your manipulation, it receives another saving throw. This is an extraordinary mind- affecting compulsion.

Craft

With sufficient ranks in Craft, you earn the following. This applies to any Craft skill you possess.
5 ranks: You double your base progress per day before applying any multipliers for exceeding the Craft DC by 5 or more.
10 ranks: You do not ruin any of your raw materials unless you fail a check by 10 or more. Exceeding the Craft DC increases progress in multiples of 4 rather than 5.
15 ranks: You can make a Craft check every hour and the base progress is per hour rather than per day, up to eight hours a day
20 ranks: You can craft magic armor, magic weapons, magic rings, and wondrous items that fall under your category of Craft using the normal Craft rules. If you can already do so (such as from Master Craftsman) you make 50% more progress per day.

Diplomacy

With sufficient ranks in Diplomacy, you earn the following:
5 ranks: The time required to influence a creature's attitude or gather information is halved.
10 ranks: A rushed Diplomacy attempt increases the DC by 10 (instead of 20). If you take 1 minute to adjust a creature's attitude, add your Charisma bonus to the number of hours that attitude change persists.
15 ranks: You can attempt a rushed Diplomacy with no penalty. If you take 1 minute to adjust a creature's attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.
20 ranks: If you take 1 minute to adjust a creature's attitude, the duration of the resulting change is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty.

Disable Device

With sufficient ranks in Disable Device, you earn the following:
5 ranks: Reduce the time required to disarm a trap or open a lock by taking a –4 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
10 ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can't use this ability to bypass it.
15 ranks: When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap's attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10). If the trap doesn't do damage, it has a 50% chance of not affecting you.
20 ranks: You halve the penalties for performing a quick disarm as described in the 5 ranks entry. While using the ability unlocked at 15 ranks, if you accept a -10 to your check all nearby allies gain the benefit, and you disable the trap as part of the immediate action before it can trigger if you exceed the DC by at least 10.

Disguise

With sufficient ranks in Disguise, you earn the following:
5 ranks: You can create a disguise in 1d3 minutes. In addition, you always know the result of your Disguise checks.
10 ranks: You can create a disguise in 1d3 rounds. If you take the full normal amount of time to create your disguise, you take no penalty for disguising your gender, race, or age category.
15 ranks: You can create a disguise as a full-round action. In addition, you can use a Disguise check in place of a Stealth check so long as you move no more than 5 feet per round.
20 ranks: You can create a disguise as a standard action, or as a full-round action combined with a Bluff check to create a diversion to hide. If both checks succeed any observers are not aware you changed disguise.

Escape Artist

With sufficient ranks in Escape Artist, you earn the following:
5 ranks: You take only a –5 penalty (instead of -10) for attempting a quick escape. In addition, you can attempt to escape from bindings or manacles in only 5 rounds.
10 ranks: You can attempt to escape from any entangling effect as a standard action with an Escape Artist check (DC = the effect's save DC + 10). You can attempt an Escape Artist check as a move action to set the DC for a creature to escape from ropes or bindings; you gain a +10 bonus on the check if you instead attempt it as a full-round action.
15 ranks: You can escape any entangling effect (as above) as a move action. As a standard action, you can attempt an Escape Artist check (DC = the effect's save DC + 20) to suppress a slow or paralysis effect for 1 round, plus 1 round for every 5 by which you exceed the DC. This action counts as purely mental for the purpose of being able to take it while paralyzed.
20 ranks: You can escape being entangled, grappled, or pinned as an immediate action with an Escape Artist check (DC = the effect's DC + 10 or the attacker's CMB + 10). If you succeed, you can not be affected by that creature until your next turn. You can attempt to suppress a slow or paralysis effect as a standard action (increasing the DC by 10), a move action (increasing the DC by 15), or an immediate action (increasing the DC by 20).

Handle Animal

With sufficient ranks in Handle Animal, you earn the following:
5 ranks: Creatures you have trained gain a +2 bonus on Will saves when adjacent to you.
10 ranks: Creatures you have trained gain a +2 bonus on Will saves whenever you are within 30 feet and clearly visible, and the bonus when adjacent increases to +4. You can teach a trick in 1 day by increasing the DC by 20.
15 ranks: You can train an animal to understand your speech (as speak with animals) with 1 week of effort and a successful DC 30 Handle Animal check. Its actions are still limited by its Intelligence. You can teach a trick in 1 day (increasing the DC by 10) or 1 hour (increasing the DC by 20). Creatures you have trained gain a +1 attack and damage when adjacent to you.
20 ranks: You can make your speech understandable to any animal for 24 hours with a successful DC 30 Handle Animal check (DC 40 for magical beasts or vermin). You can teach a trick in 1 day, 1 hour (increasing the DC by 10), or 1 minute (increasing the DC by 20). Any creature you have trained gains a feat of your choice that they meet the prerequisite for. They can only ever gain 1 feat, but you can change the feat as if teaching a trick with DC 25.

Heal

With sufficient ranks in Heal, you earn the following:
5 ranks: You can trigger a healing surge on an adjacent creature (including yourself) as a move action with +10 to the DC. When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.
10 ranks: When you trigger a creature's healing surge, they recover an additional hit die worth of health. When you treat deadly wounds, the target recovers hit points as if it had rested for a full day with long-term care.
15 ranks: You reduce the time required to use long term care, treat wounds, and treat disease by half and can treat poison as a move action. When you treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.
20 ranks: When you trigger a creature's healing surge, the recover two additional hit die worth of health instead of one. You can also trigger a healing surge to recover ability damage and negative levels as a standard action DC 30, and these heal twice as much. When you treat deadly wounds, the target recovers hit point and ability damage as if it had rested for 3 days with long-term care.

Intimidate

With sufficient ranks in Intimidate, you earn the following: An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.
5 ranks: If you exceed the DC to demoralize a target by at least 5, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability. This shaken can not escalate fear in the target.
10 ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability. This shaken can not escalate fear in the target.
15 ranks: If you exceed the DC to demoralize a target by at least 15, it is cowering for 1 round or panicked for 1d4 rounds (your choice) and frightened thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering, panicked, and frightened conditions, but the target is still shaken, even if it has the stalwart ability. This shaken can not escalate fear in the target.
20 ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability. This shaken can not escalate fear in the target.

Knowledge

Choose one Knowledge skill you possess, when using that skill with sufficient ranks you earn the following:
5 ranks: When you successfully identify a creature's attacks or special abilities, you may give one visible ally a +2 to AC or Saves against its attacks as a swift action for 1 minute. This bonus increases by 1 at 15 ranks.
10 ranks: When you successfully identify a creature, you gain a +1 competence bonus on attack rolls, opposed ability checks, skill checks, and caster level checks against creatures of that kind (e.g., glabrezu demons, but not other demons or evil outsiders) for 1 minute. This bonus increases by 1 for every 5 ranks beyond 10 you possess in that Knowledge skill.
15 ranks: When you fail a Knowledge check, you can reroll the check at a –5 penalty. The competence bonus above also applies to saving throws against exceptional, spell-like, or supernatural abilities used by creatures you identify.
20 ranks: Whenever you attempt a Knowledge check, you can roll twice and take the better result. If you exceed the DC to identify a creature by 20 or more, you can give one ally a temporary Action Point to be used only against that creature within the next minute. DM chooses whether the use of an AP counts as "against that creature" or not.

Linguistics

With sufficient ranks in Linguistics, you earn the following:
5 ranks: You can use Linguistics instead of Sense Motive to intercept and interpret secret messages (as the Bluff skill). You gain a +1 insight bonus on Perception and Disable Device checks to detect or disarm magical traps. This bonus increases by 1 for every 5 ranks beyond 5 you possess in Linguistics.
10 ranks: If you succeed at a Linguistics check by at least 10 when examining writing, you can learn the precise meaning rather than general content, and you never draw false conclusions on a failed check. You can use Linguistics to identify speech at the same DCs as writing.
15 ranks: You can decipher magical writings (as read magic) by succeeding at a Linguistics check (DC = 25 + caster level). You can use Linguistics in place of Use Magic Device for scrolls and other written magical items.
20 ranks: You can memorize an extraordinary amount of writing, up to 100 pages for each rank in Linguistics. You can always recall this information perfectly.

Perception

With sufficient ranks in Perception, you earn the following:
5 ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
10 ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
15 ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn't apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.
20 ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.

Perform

With sufficient ranks in Perform, you earn the following. This applies to any Perform skill you possess.
5 ranks: Whenever you attempt a Bluff, Diplomacy, Handle Animal, or Intimidate check, you can attempt a DC 20 Perform check to gain a +2 circumstance bonus on the check.
10 ranks: You can distract creatures with your Perform skill. If your check exceeds their Sense Motive, they take a -10 to Perception checks as long as you continue performing.
15 ranks:You can impress creatures with your performance. With a successful Perform check vs the Diplomacy DC to adjust a creature's attitude +10, you increase their initial attitude by 1 step. In addition, you triple the money you can make with a successful Perform check.
20 ranks: Choose one of the following skills: Bluff, Diplomacy, or Intimidate. When you attempt a skill check with that skill, you can also attempt a Perform check and use the better result to determine the success of that skill check.

Profession

With sufficient ranks in Profession, you earn the following. This applies to any Profession skill you possess.
5 ranks: You reduce the time on Profession checks by half. If running a business with employees, they impose half the penalty to your checks.
10 ranks: When attempting Profession checks, you can roll twice and take the better result. You reduce the time and cost to setup a business by half.
15 ranks: When using Profession yourself to make money, multiply your income by 7. When running a business, multiply your monthly profit factor by 3.
20 ranks: When running a business, multiply your profit factor by 5 instead of 3. Your employees impose no penalty to your checks.

Ride

With sufficient ranks in Ride, you earn the following:
5 ranks: Your mount gains a +2 bonus on all Fortitude saves as well as on Constitution checks to avoid becoming fatigued or exhausted. This bonus increases by 1 for every 5 ranks beyond 5 you possess in Ride.
10 ranks: When you spur your mount, its speed is increased by 20 feet, and it gains a +2 bonus on Reflex saves and a +2 dodge bonus to AC for 1 round.
15 ranks: When an opponent targets you or your mount with a combat maneuver while you are mounted, you can substitute the result of a Ride check in place of your (or your mount's) CMD.
20 ranks: You can spur your mount as a free action, and when you spur your mount, its speed is increased by 30 feet, and it gains a +4 bonus on Reflex saves and a +4 dodge bonus to AC for 1 round.

Sense Motive

With sufficient ranks in Sense Motive, you earn the following:
5 ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as an immediate action (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.
10 ranks: When getting a hunch of someone, you can take a -10 penalty to your check to get an idea of what might be wrong with a person or social situation. You can give 1 visible ally the benefit of the ability at 5 ranks in addition to yourself.
15 ranks: When attacked, you can attempt a Sense Motive check as an immediate action opposed by your target's attack roll. A successful check grants a +2 insight bonus to your AC against attacks from that specific opponent for 1 minute. If someone casts a spell in your presence that you would not normally be aware of you can attempt a Sense Motive check against the spellcraft DC +10 to detect the spellcasting.
20 ranks: A successful check to gain an insight bonus to your AC also negates the attack that triggered it.

Sleight of Hand

With sufficient ranks in Sleight of Hand, you earn the following:
5 ranks: You can attempt a Sleight of Hand check against creatures in combat at a -10 penalty.
10 ranks: The penalty for attempting a Sleight of Hand check (including drawing a hidden weapon) as a move action is reduced to –10.
15 ranks: You can attempt a Sleight of Hand check (including drawing a hidden weapon) as a swift action at a –20 penalty.
20 ranks: You take no penalty for using Sleight of Hand as a move action, and take only a –10 penalty when using it as a swift action.

Spellcraft

With sufficient ranks in Spellcraft, you earn the following:
5 ranks: You can identify magic items without using detect magic, though the DC is increased by 10. You do not need to hold an item to identify, and you can identify an item within 5ft + 5ft for every 5 ranks beyond 5 you possess in Spellcraft.
10 ranks: If you beat the DC to identify a spell being cast by 20 or more, you can attempt an attack against the caster as an immediate action. If the caster is not within your melee reach, you must have ranged weapon in hand.
15 ranks: Identifying magic items is a standard action, and the time required to learn a new spell from a spellbook is reduced by half. You need only beat the spellcraft DC by 10 to attempt an attack.
20 ranks: If you threaten a creature casting defensively, or damage a creature casting, the concentration DC increases by 5. You gain a +1 insight bonus to attack rolls and caster level checks against creatures you have identified casting spells.

Stealth

With sufficient ranks in Stealth, you earn the following:
5 ranks: Reduce the Stealth penalty from sniping by 10. Stealth check penalties for moving quickly are halved, including moving full speed and reaching concealment after creating a distraction.
10 ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.
15 ranks: If a creature fails to notice you while stealthed, you gain a +4 to any combat maneuver or Sleight of Hand check you make against them while hidden.
20 ranks: If you attack after successfully using Stealth, you can attempt a stealth check as a free action at -20 to remain hidden from your target(s).

Survival

With sufficient ranks in Survival, you earn the following:
5 ranks: You reduce all damage you take from heat/fire, cold, starvation, or thirst by 1 point for every 5 ranks you possess in Survival.
10 ranks: You can track creatures that leave no tracks, including flying and swimming creatures and creatures using trackless step or pass without trace, taking a –20 penalty on your Survival check.
15 ranks: Once per day, you can spend 1 hour and attempt a DC 30 Survival check. Success grants you resist equal to your ranks in Survival to one energy type for 24 hours. You can share this with one ally for every 5 by which you exceeded the check.
20 ranks: You take only a –10 penalty when tracking creatures that leave no tracks. You can increase the DC to track you while traveling with a Survival check as a free action. Divide the check by 5 and add that to the DC to track you or your party.

Use Magic Device

With sufficient ranks in Use Magic Device, you earn the following:
5 ranks: You can use the aid another action to assist another creature's Use Magic Device check by attempting a check against the item's Use Magic Device DC.
10 ranks: If you roll a natural 1 when activating an item, you take a –10 penalty on Use Magic Device checks with that item for 24 hours instead of being unable to activate it. This penalty stacks with itself.
15 ranks: Once per day you can increase the DC to activate an item by 10, if you succeed the item does not consume a charge or use. This can not be used on items or spells that require an expensive material component or have a permanent effect.
20 ranks: If you fail to activate an item, you can reroll the check at a –10 penalty to activate the item. You must take the result of the second check, even if it is worse, and you can't reroll it again.