This is a thread for you D&D beginners. What are skill and how do they work?
Basically, skills allow you to do a variety of things outside of combat (and some even help you in combat). Characters like rogues and bards tend to have the most available skills and characters like fighters tend to have the fewest. But they're all really useful. I'll give you a rundown of what you can do with them here, and I won't throw numbers at you right now.
Note that the abbreviations in paranthesis are the ability scores (Strength, Dexterity, Constitution, Intelligence, Wisom, Charisma) that tie to that particular skill. So if you're really strong, then you're going to be particularly good at climbing and jumping.
Some of these skills are active and some are passive. So for example, if you pick up a jewel-encrusted sword from a dead enemy, you might say that you'd like to use your Appraise skill to assess its value. But if someone was trying to creep up on you, I as the DM would roll your Spot check to see if you notice. If you do, I'll tell you about it.
Not all skills can be performed unless you've actively trained it (that is, put at least 1 point into it to buy you 1 rank). I've noted those below.
A more thorough description of skills can be found here.Appraise (Int): This skill allows you to assess the worth of treasure you find. Especially useful if you find some valuable object on your travels that you'd like to sell for gold but don't really want to keep. If you have a good idea of its worth, you'll know if the merchant buying from you is trying to scam you or not.
Balance (Dex): If you're walking along a narrow ledge over a yawning chasm that drops to certain death, you may be happy for a good Balance roll.
Bluff (Cha): Anytime you want to lie to someone, or mislead them, or generally deceive, this is the skill to use.
Climb (Str): Pretty self-explanatory. Whether you're climbing a rope ladder or scaling a sheer wall, this is the skill to use.
Concentration (Con): If you're a spellcaster and you're casting a spell during combat, you may need this one. If you're standing next to an enemy and need to cast a spell, the very casting makes you an easy target. If you're using this skill, you can maintain your spell even as you dodge. Other uses of the skill come when you're doing anything that requires focus in a distracting environment.
Craft (Int): If you choose to put points into the Craft skill, you can create things. Not really the common province of adventurers, but you never know. Artificers would do well to have some skill in this, though.
Decipher Script (Int): If you come across some strange markings on the wall of a tomb, having even one point in this skill allows you to try to make some sense of it. Otherwise it's gibberish to you!
Only those trained with this skill can use it.Diplomacy (Cha)
*: This accounts for all kinds of things, but basically this is the skill you use whenever you're negotiating with people, trying to calm them down, rile them up, or just generally try and get them on your side.
Disable Device (Int): This is the skill that allows you to disarm traps, rig a wagon to collapse the moment someone puts weight on it, or set up a bucket of water to fall on someone when they walk through a door...
Only those trained with this skill can use it.Disguise (Cha): This is the skill you use whenever you want to pretend to be someone else, both with acting and with physical appearance. Usually you need some kind of actual disguise kit to help you out.
Escape Artist (Dex): If someone wrestles you to the ground, or binds you with ropes, this is what you use to try to escape again.
Forgery (Int): If you're a willing lawbreaker, you can try to use this to falsify documents and forge someone else's name.
Gather Information (Cha): When the party splits up (or not) and each person goes their own way, you can use this skill to loosen the tongues of the locals, find out what's going on, what the political air is like, or what specific rumors might be going around.
Handle Animal (Cha): You use this skill to train an animal, or temporarily get an animal to do something, within reason (such as get a stubborn mule to move or a horse to hurry up!).
Only those trained with this skill can use it, although an untrained person could still try to persuade an animal to do something simple.Heal (Wis): Allows you to bind severe wounds, lessen the effects of poison, or treat disease. It's not magical in nature, so you only have your own knowledge and any tools to work with on this. You can also use Heal to assess someone's wounds or try and determine how someone died (if it's not already obvious).
Hide (Dex): Merge into the shadows or even try to lose your pursuer in a crowd.
Intimidate (Cha): This works a lot like Diplomacy, except that you're scaring someone into action or inaction rather than
persuading them. While Charisma is the driving force of this one (because it's a lot like Bluff), if you're imaginative about
how you intimidate someone, circumstantial bonuses can be added to the roll.
Jump (Str): Need to get across that gaping fissure? Reach that stone shelf above the swiftly flooding chamber? Or maybe minimize the amount of damage you'll take from an inevitable fall by falling on your own terms? Then Jump is for you!
Knowledge (Int): There's actually a bunch of different Knowledge skills you can take, each a broad category of information. But it basically represents your education on that subject. Whenever you're face with some new creature, event, or object, you might be able to make a Knowledge check and see if you know anything about it. Not having points in any Knowledge skill doesn't mean you're a moron. It just means you only know as much as everyone else about any given subject. Whatever's common knowledge.
Only those trained with this skill can use it.Listen (Wis): If someone's creeping up on you to stab you in the back, this is a good skill to use. It's usually passive. Or, if you want to eavesdrop through a door, use Listen!
Move Silently (Dex): Want to be that person sneaking up on someone else to stab them in the back? Then Move Silently is for you!
Open Lock (Dex): Want to get past a door without bashing it in and leaving evidence of your intrustion? This is a burglar's friend.
Only those trained with this skill can use it.Perform (Cha): Used mostly by bards, this skill is all about how well you are at entertaining. You can make a check for an evening's performance and find out whether you've earned some of the crowd's hard-earned money, the attention of the local nobility...or earned yourself a collection of projectile, rotten tomatoes and a vehement "Boooooo!"
Profession (Wis): Having points in a Profession (you can choose from many) allows you to actually make a living with it and earn money over time. If there's downtime between adventuring, you can use this for some extra cash. But more importantly, this will tie into your character's background. Not everyone will have a profession, though.
Only those trained with this skill can use it.Ride (Dex): Anytime you get on a horse, or any other kind of steed, this skill determines how well you can handle it, whether you can fight while riding, and how much control you have overall.
Search (Int): Looking for that stash of gold you know the real owner of this house has around somewhere? This is the skill for you! It also helps you find traps and locate secret doors.
Sense Motive (Wis): When someone else might be lying you, this is what you use to try to figure it out. Generally speaking, this is the skill that tells you if something fishy is going on (or if you smell a rat!).
Sleight of Hand (Dex): A wonderful skill that determines how good you are at picking pockets, palming coins, or hiding small objects on your person. All in all, how deft are you with your hands?
Only those trained with this skill can use it.Speak Language: Technically, this is a skill but it hardly works like one. You either have it or you don't. Basically, everyone starts off with a free language or two they can speak. But if you want to learn more, you can use points to buy more languages.
Only those trained with this skill can use it.Spellcraft (Int): If you have points in Spellcraft, then you can try to identify spells cast by other people either as they're casting them or if they're already in place. You know, it
might be useful to know whether or not the spell just cast on you will soon cause your limbs to shrivel and fall off.
Only those trained with this skill can use it.Spot (Wis): This is a passive skill, and one that helps you notice things...like that sniper up on the wall who's got a crossbow trained on you, or perhaps that street urchin who's picking your pocket. You can even read lips with this one.
Survival (Wis): A handy catch-all skill used for getting on in the wild. You use it to track prints (if you also have the Track feat), find food or water, hunt, take shelter from the weather, avoid hazards, or keep from getting lost. Definitely the skill of rangers and druids!
Swim (Str): Everyone can tread water, for the most part, but the Swim skill determines how well you can move around in the water. Especially useful if you're being attacked in the water or if the water is turbulent.
Tumble (Dex): A skill for the nimble, Tumbling successfully allows you move around the battlefield with less chance of you getting attacked as you move. You can weave among opponents, dive under an enemy's legs, and even treat a fall as if it's shorter than it really is.
Only those trained with this skill can use it.Use Magic Device (Cha): The basic rule in D&D is like this: if you're not a wizard, then you probably can't use a scroll with a wizard's spell on it, or you can't discharge an arcane wand if you're not yourself an arcane spellcaster. But this skill allows you get around that rule, to try to fool the item into thinking you
are a wizard (or whatever). This skill allows roguish types the ability to use more magic items than their class normally allows.
Only those trained with this skill can use it.Use Rope (Dex): Want to tie someone up until the proper authorities arrive? This skill shows you how good those knots are for when that someone inevitably tries to slip his bonds. Also, if you have to splice some ropes together and then ascend into a deep pit, you'll want to know someone with a good Use Rope skill tied off those knots!
Diplomacy (houseruled based on Rich Burlew's take on it)
Formula: The base Difficulty Class (DC) for any Diplomacy check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom.
Relationship Modifiers to the DC:
-10 Intimate: Someone who with whom you have an implicit trust.
-7 Friend: Someone with whom you have a regularly positive personal relationship.
-5 Ally: Someone on the same team, but with whom you have no personal relationship.
-2 Acquaintance (Positive): Someone you have met several times with no particularly negative experiences.
+0 Just Met: No relationship whatsoever.
+2 Acquaintance (Negative): Someone you have met several times with no particularly positive experiences.
+5 Enemy: Someone on an opposed team, with whom you have no personal relationship.
+7 Personal Foe: Someone with whom you have a regularly antagonistic personal relationship.
+10 Nemesis: Someone who has sworn to do you, personally, harm.
Risk vs. Reward Judgement:
-10 Fantastic: The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee.
-5 Favorable: The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject.
+0 Even: The reward and risk are more or less even, or the deal involves neither reward nor risk.
+5 Unfavorable: The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject.
+10 Horrible: There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur.