Player Core Chapter 4: Skills

Key Attribute

Each skill is tied to a key attribute. You add your modifier for this attribute to checks and DCs when using that skill. For example, skulking about the shadowy corridors of a derelict starship with Stealth uses your Dexterity modifier, navigating the fickle personalities and treacherous power plays of interstellar politics with Society uses your Intelligence modifier, and so on. The key attribute for each skill is listed on the Skills, Key Attributes, and Actions and also appears in parentheses following the skill's name in the descriptions on the following pages. If the GM deems it appropriate for a certain situation, however, they might have you use a different attribute modifier for a skill check or when determining your skill DC.