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Skill Checks and DCs

When you're actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill …

When you're actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill modifier. To determine this modifier, add your attribute modifier for the skill's key attribute, your proficiency bonus for the skill, and any other bonuses and penalties. Skill modifier = skill's key attribute modifier + proficiency bonus + other bonuses + penalties When noting the modifier on your character sheet, you should write down only the numbers that always apply—typically just your attribute modifier and proficiency bonus at 1st level. At higher levels, you may wear or use items to improve your skills with item bonuses pretty much all the time; you should include those in your calculation, too. The GM sets the DC of a skill check, using the guidelines in Starfinder GM Core . The DCs you're most likely to encounter frequently are the five simple skill DCs below, which are presented here to give you a sense of what number you'll need to roll to succeed at most tasks. When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creature's skill action. See Checks for more information about modifiers, bonuses, and penalties. Task Difficulty Simple DC Untrained 10 Trained 15 Expert 20 Master 30 Legendary 40

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