You receive 3 times the # of 4e trained skills for your class at level 1. It takes 3 ranks in a skill to be trained in it. You get a +2 trained bonus to class skills you are trained in. If you gain training in a skill, you cannot put additional points into it until you gain another level. Every level you gain a number of skill points equal to 1/2 your number of trained skills. Each of these points must go into a different skill.—
Some skills will have synergistic bonuses, such as jumping (Athletics) and Acrobatics, Bluff and Intimidate, Steal & environment (nature/dungeon/streetwise), etc.
The trained can perform feats of dexterity or use tumbling to charge in an indirect line using the environment.
The trained can perform feats of strength or use jump to charge over obstacles.
The trained can perform entertaining magic and craft arcane-infused items and traps.
Detect Arcane Magic
Magical Monster Knowledge
Dispel Arcane Effects & Traps
The trained can perform comedic routines or act to entertain an audience.
The trained can give rousing, calming, or charming speeches.
The trained can .
Aberrant monster knowledge
Detect & Identify features, traps
The trained can perform feats of endurance (pain, survival) and resist sustained damages.
The trained can create bandages, salves, antidotes, and poisons.
Detect Poisons & Disease
Identify Poisons & Disease
Provide long term care
The trained can incite or cower a crowd.
Detect fear effects
The trained can teach animals tricks and guide such performances.
Natural Creature Knowledge
Detect natural traps & hazards, identify herbs and game trails
The trained can perform inspiring blessings and create divine magic items and traps.
Identify Divine consecration, spells, traps
Detect divine influence, power
Dispel divine effects
The trained can perform acts that no one will notice.
Hide from sight
Relay covert messages
Detect hidden creatures/objects
The trained can .
Detect/Identify clan territory, business fronts, traps
Navigate at pace, find people that don’t want to be found
The trained can perform non-magical prestidigitation and craft traps.
Sleight of hand
Pick Pockets/open locks