Skills

Skill Descriptions

Alchemy (INT) *

Alchemy is the study and practice of transforming and refining natural substances through both scientific and mystical methods. A skilled alchemist can distill rare ingredients into potions, elixirs, powders, or other concoctions that produce a variety of effects.

Alchemy requires knowledge of herbs, minerals, and chemicals, as well as careful technique and preparation. A trained character with the proper tools, including alchemical supplies, and the required components may attempt alchemical work, such as brewing potions, refining raw materials, or preparing antidotes.

The character must possess the correct formula and required ingredients and must follow the formula's instructions exactly. Each formula lists a Target Number for success. The character makes an Intellect Ability Roll against that number.

Characters with the Alchemy skill gain a +1d6 bonus on all such rolls.

Browse Alchemical Components, Potions, and Formulas

Ambidextrous (DEX) *

The Ambidextrous skill represents a character's ability to use both hands with equal precision and control. This skill also negates the off-hand Attack Score penalty for characters with the Two-Weapon Fighting Class Feature.

Although primarily intended to enhance Two-Weapon Fighting, the GM may allow this skill to provide a +1d6 bonus to certain Ability Rolls requiring precise coordination of both hands or effective use of the off-hand.

Examples include climbing while carrying an object, switching tools rapidly, writing legibly with either hand, or performing another delicate task with the non-dominant hand. Such applications are situational and left to the GM's judgment.

Animal Handling (WIS or CHA)

Animal Handling reflects the knowledge and intuition required to understand, train, and control animals. Characters with this skill gain a +1d6 bonus to Wisdom or Charisma rolls when attempting to calm frightened animals, command trained beasts, or interpret the behavior of wild creatures.

Appraisal (INT or WIS)

Appraisal is the ability to determine the value, quality, and authenticity of goods, materials, and treasures. A character with this skill gains a +1d6 bonus when attempting to distinguish genuine items from counterfeits, identify precious metals or gemstones, or assess the value of goods.

Appraisal is also useful when negotiating with merchants, bargaining over loot, or evaluating unusual objects recovered during an adventure.

Arcana (INT)

Arcana represents acquired knowledge of magical items and traditions, ancient texts, creature characteristics, and the workings of spells and enchantments.

A character with Arcana gains a +1d6 bonus when attempting to identify magical effects, recognize arcane symbols, or recall lore concerning aberrations, magical traditions, or supernatural phenomena.

Wizards and scholars often rely on Arcana to navigate the mysteries of the supernatural.

Athletics (STR)

Athletics reflects raw physical capability in climbing, jumping, swimming, and other feats of stamina or forceful motion.

A character with this skill gains a +1d6 bonus when attempting physically demanding tasks such as scaling walls, forcing open gates, swimming against rough currents, or leaping across hazards.

Athletics is frequently tested during exploration, combat, and situations where sheer strength and conditioning are required.

Brawler (STR) *

Brawler reflects training and experience in unarmed combat. A character with this skill is adept at striking, grappling, and subduing opponents without conventional weapons, as well as defending themselves against such actions.

A character with this skill gains a +1 bonus to either their Strength modifier or Dexterity modifier when attempting to grapple, wrestle, or otherwise handle an opponent, and when defending against such actions.

Brawler also grants an Attack Score bonus equal to half the character's level, rounded up, when making any unarmed attack.

The character also gains a Defense Score bonus when not using armor, a shield, or a helmet:

Brawler Defense Score Bonus
Character Level Defense Score Bonus
1-2 +1
3-6 +2
7-9 +3

Brute Force (STR)

Brute Force represents raw physical power applied to objects, barriers, and obstacles. Athletics reflects controlled strength and endurance, while Brawler reflects trained fighting technique. Brute Force is the direct use of muscle to smash, break, or batter through resistance.

This skill grants a +1d6 bonus when attempting to break down doors, smash through chests or crates, break support beams, bend metal bars, force open stuck mechanisms, or perform similar actions.

Cartography (INT or WIS)

Cartography is the study and practice of reading, creating, and interpreting maps. A skilled cartographer gains a +1d6 bonus when attempting to accurately chart terrain, mark reliable routes, recognize geographic features, or detect inaccuracies and deliberate forgeries in maps.

Crafting (INT)

Crafting reflects the ability to design, construct, and repair tools, equipment, and other practical items. A character with this skill understands the properties of materials and how to shape them into functional goods.

Crafting is a broad discipline, granting a +1d6 bonus when a character attempts to forge weapons or armor, repair damaged gear, construct useful items, or identify the workmanship, origin, or flaws in a crafted item.

Deception (CHA)

Deception is the art of deliberate misrepresentation through speech or manner, or the disguise of intent. A character with this skill gains a +1d6 bonus when attempting to mislead others, conceal the truth, or convincingly feign emotions or motives.

Deception is commonly used in negotiations, subterfuge, and situations where lies, half-truths, or diversions are advantageous.

Detect Languages (INT)

Detect Languages represents the ability to recognize, interpret, and translate unfamiliar tongues, whether written or spoken.

A character with this skill may not be fluent in every language, but gains a +1d6 bonus when attempting to identify the language of an ancient text, translate simple phrases, detect speech patterns, or piece together meaning from context.

This skill is essential for scholars, diplomats, and adventurers who frequently encounter foreign texts or coded messages.

Detect Traps (WIS)

Detect Traps reflects the ability to notice signs of hidden dangers such as concealed or magical snares, pressure plates, or tripwires.

A skilled observer can recognize subtle irregularities in the environment and deduce the presence of mechanisms intended to cause harm. A character with this skill gains a +1d6 bonus when searching an area for any type of trap.

Disarm Traps (DEX)

Disarm Traps represents the technical knowledge and steady precision required to disable or neutralize traps after they are discovered.

A trained character gains a +1d6 bonus whenever they attempt to manipulate delicate mechanisms, cut trigger wires, or suppress magical alarms without triggering the trap. Failure to properly disarm a trap often results in its activation.

Disguise (CHA)

Disguise reflects the ability to alter one's appearance, voice, or mannerisms to conceal their true identity or assume another.

A character with this skill gains a +1d6 bonus when using cosmetics, clothing, props, or performance to pass as someone else, whether for infiltration, evasion, or deception.

Dungeoneering (WIS)

Dungeoneering represents knowledge of subterranean environments, including their natural hazards, architecture, and denizens. A character with this skill is proficient in navigating caves, ruins, and dungeons and can anticipate the dangers found in such places.

Characters with Dungeoneering gain a +1d6 bonus when attempting to identify weaknesses or instability in tunnels or chambers, recognize underground hazards, recall information about underground creatures, or navigate twisting corridors and dungeons.

First Aid (WIS) *

First Aid allows a trained character to provide immediate medical treatment to restore a creature's health. It cannot revive the dead or replace magical healing, but it can restore lost Hit Points and improve an ally's chances of resisting poison.

Once per encounter, First Aid allows a character to immediately restore Hit Points equal to 1d6 plus half their level, rounded up, to another creature, or add a +1d6 bonus to that creature's next Resistance Roll against poison.

  • First Aid may only be used on another creature.
  • A creature may only benefit from First Aid once per encounter.
  • The administering character must be within close range and able to touch the target.
  • The character must possess a First Aid kit, which is usable five times.
  • First Aid cannot restore a creature above its maximum Hit Points or revive a dead creature.

Forgery (INT)

Forgery is the art of creating, altering, or replicating documents and signatures to pass them off as genuine. It also grants the ability to recognize forged signatures and counterfeit documents.

A character trained in Forgery gains a +1d6 bonus when attempting to create a forgery or recognize a signature or document as fraudulent.

History (INT)

History reflects knowledge of past events, notable figures, cultures, and civilizations. A character with this skill gains a +1d6 bonus when attempting to recall important facts, identify historical significance, or recognize traditions and symbols connected to the past.

History is valuable for interpreting legible ancient texts, understanding political or cultural context, and discerning the origin of artifacts or ruins.

Hunting (WIS)

Hunting is the ability to track, pursue, capture, or kill animals and other creatures. A character with this skill gains a +1d6 bonus when attempting to track an animal's movement, set snares to catch wild game, or identify the habitats and patterns of prey animals.

Insight (WIS)

Insight is the ability to perceive a creature's true motives, emotions, or intentions. A character with this skill gains a +1d6 bonus when reading body language, tone, and subtle cues to discern honesty, detect deception, or sense hidden feelings.

Insight is commonly used in social encounters, negotiations, and when gauging whether others can be trusted.

Intimidation (CHA)

Intimidation allows characters to influence others through threats, displays of dominance, or fear. A character with this skill gains a +1d6 bonus when attempting to force compliance, extract information, or deter hostility by projecting power, menace, or authority.

Intimidation may be physical, verbal, or psychological, but it always relies on instilling fear.

Investigation (INT)

Investigation reflects the ability to carefully search for clues, analyze a situation, and apply inductive or deductive reasoning.

A character with this skill can uncover hidden details, piece together evidence, and draw logical conclusions from observed facts. A trained character gains a +1d6 bonus to Investigation Ability Rolls.

Marksman (STR or DEX)

Marksman represents training and precision with missile weapons, including bows, crossbows, thrown weapons, and firearms.

A character with this skill strikes with greater accuracy from a distance, gaining a +1d6 bonus to Attack Rolls made with missile or thrown weapons.

Navigation reflects proficiency in finding and following safe, efficient routes by land, sea, or sky. A character with this skill can read stars, landmarks, and terrain to avoid becoming lost and chart a reliable course.

Characters trained in Navigation gain a +1d6 bonus to relevant Ability Rolls when using this skill.

Parkour (DEX)

Parkour represents agility, balance, and fluid movement through complex environments. A character with this skill gains a +1d6 bonus when attempting to vault obstacles, scale walls, and maneuver across terrain with speed and precision.

Parkour emphasizes creative mobility, allowing trained characters to reach places that would challenge or slow others.

Perception (WIS)

Perception is the ability to notice details through sight, sound, smell, and other senses. A character trained in Perception gains a +1d6 bonus when attempting to detect hidden objects, subtle movements, or faint sounds.

Perception is commonly used to avoid ambushes, spot concealed threats, or notice changes in the environment.

Performance (CHA)

Performance reflects proficiency in entertaining, inspiring, or influencing an audience through artistic expression.

A character with this skill gains a +1d6 bonus when attempting to captivate others with music, storytelling, acting, dance, or similar displays. Performance may be used to earn a living, sway opinion, or distract an audience in tense situations.

Provisioning (WIS) *

Provisioning is the securing, preparation, and management of food and basic supplies for survival. A character with this skill gains a +1d6 bonus when attempting to forage for food, preserve rations, recognize spoiled or poisoned food, or prepare meals that sustain allies during travel or hardship.

Characters trained in Provisioning can also make any ration or food item last twice as long or feed twice as many people as intended.

Resilience (VIT)

Resilience is the ability to endure physical hardship and resist harmful effects. It is often tested when resisting poison, disease, or other extreme conditions.

Characters with Resilience gain a +1d6 bonus to all relevant Vitality Resistance Rolls.

Scouting (WIS)

Characters trained in Scouting are proficient in exploring ahead, gathering information, and observing from a distance without being detected.

A character with this skill gains a +1d6 bonus when identifying threats, mapping safe paths, or reporting on enemy movements. Scouting is invaluable for wilderness travel, reconnaissance, and ambush prevention.

Sleight of Hand (DEX)

Sleight of Hand is the ability to perform precise and subtle manual actions without attracting attention. A character with this skill gains a +1d6 bonus when attempting to pick pockets, palm small objects, or conceal and manipulate items quickly.

It is often used for trickery, theft, or diversion, but can also be applied in performance or stagecraft.

Stamina (VIT)

Stamina gives characters a greater chance of sustaining physical exertion over time. A character with this skill gains a +1d6 bonus to Resistance Rolls or Ability Rolls when attempting to endure long marches, carry heavy loads, swim for an extended period, or perform exhausting labor without faltering.

Stealth (DEX)

Stealth is the ability to move silently, hide effectively, and avoid detection. A character with this skill gains a +1d6 bonus when attempting to remain unseen in shadows, move without sound, or conceal themselves or their party from hostile eyes.

Stealth is commonly used in infiltration, ambush, and evasion.

Survival (WIS)

Survival reflects the ability to endure and navigate wilderness environments. A character with this skill gains a +1d6 bonus when attempting to find safe sources of food and water, identify natural hazards such as poisonous plants or unstable ground, predict inclement weather, or orient themselves in unfamiliar terrain.

Survival is essential for long expeditions and life in the wild, where knowledge of nature can mean the difference between life and death.

Thievery (DEX)

Thievery includes acts of burglary, pickpocketing, lock-picking, and unlawful entry. A character with this skill gains a +1d6 bonus when attempting to bypass locks, slip past guards, or acquire valuables without notice.

Characters attempting to pick locks must possess the proper tools, even when trained in Thievery.

Additional Thoughts on Skills

The GM should set an action's difficulty according to the Universal Ability Roll Table or the Ability Roll versus Opponent Table.

Routine tasks should not require rolls, while Easy and Ordinary rolls reflect simple but uncertain challenges. Moderate and Hard rolls should be the most common checks in play, reflecting situations that are difficult but achievable.

Extreme, Overwhelming, and Improbable challenges should be reserved for rare moments when characters attempt something bordering on the impossible. Success in these situations should be treated with great significance.

The GM's role is not to obstruct player creativity, but to measure the weight of the dice against the narrative. A roll should always matter: success should move the adventure forward, and failure should create meaningful consequences.

Skills give players more dice when their character operates within their field of expertise, but the difficulty levels found on the Ability Roll tables ensure that even mastery does not guarantee success against the most perilous odds.