The skill system adds a new layer of character customization.
Mastery with a skill allows a character to add half its level to checks made with that skill. A character can gain mastery in a skill from its background, as well as by training during downtime.
A character can further specialize in a skill by training during downtime. Specialization with a skill allows a character to choose a skill talent instead of a class talent. You must have mastery with a skill to specialize in it.
Your Acrobatics skill represents your capability to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
See the Acrobatics Talents page for options.
Your Appraisal skill represents your capability of
Your Athletics skill represents your capability of running, climbing, jumping, or swimming in hazardous situations, such as attempting to climb a sheer or slippery cliff, struggle while scaling a wall or in treacherous currents, jumping over long distances, or clinging to a surface while something is trying to knock you off or a creature tries to push or pull you underwater. It also represents your capability of forcing open a stuck, locked, or barred door, breaking free from bonds, tipping over a statue, or keeping a boulder from rolling.
Your Bushcraft skill represents your capability for improvising and handling tools, and acquiring materials to survive in the wilderness.
Your Concentration skill represents your capability to maintain focus on complex tasks or magical effects under pressure. It measures your mental discipline and resilience, allowing you to sustain spells or other ongoing abilities even when distracted, injured, or under duress. Concentration involves a deep connection between mind and magic, ensuring that disruptions, like taking damage, do not break your control over the spells you're channeling.
Your Persuasion skill represents how well you can influence someone or a group of people with tact, social graces, or good nature. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette.
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Your Constitution (Endurance) check measures your ability to survive without food, water, and sleep, push past your limit while marching or laboring for hours without rest, swim or hold your breath for periods of time longer than normal, quaff an entire stein of ale in one go, and to adapt to extreme environments.
Forgery is the illicit craft of replicating documents, signatures, and other items to deceive or mislead. A skilled forger uses tools and techniques to create convincing imitations that can pass for genuine. This skill demands precision, an eye for detail, and thorough understanding of the original item, enabling successful deception in various scenarios.
Harvesting is the process of collecting and gathering natural resources, such as crops, herbs, and other plants. A skilled harvester knows when and how to harvest to ensure sustainability and maximize yield. This skill involves knowledge of plant cycles, proper techniques, and often the use of specific tools, contributing to food production and resource management.
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Your Intelligence (Logic) check measures your ability to make quick calculations, figure out complex puzzles, improvise strategies on the fly, and quickly review if an idea or plan will work out as intended, to a certain extent.
The Lore section has a list of available options.
Navigating is the skill of determining and plotting a course, whether on land, sea, or air. A navigator uses tools like maps, compasses, and sextants, along with knowledge of geography and celestial bodies, to guide journeys safely and efficiently. This skill is essential for exploration, travel, and trade, ensuring accurate and reliable travel routes.
Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.
For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
Your Performance skill represents how well you can entertain an audience with acting, dances, jokes, music, poetry, stories, among other ways.
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
Your Constitution (Sanity) check measures your mind's ability to withstand extraordinary reality-bending effects and sightings, such as making direct contact with strange creatures from the afar, trying to understand a language so alien that it threatens to break a your mind, attempting to comprehend extraplanar physics and magic, or resisting mind-shattering terrors of foreign planes.
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. The result is typically compared to other's creature passive Perception or, if the creature is attempting to find you, its own Wisdom (Perception) check.
Your Tracking skill represents your capability to guide your company through frozen wastelands, identify signs that monsters live nearby, predict the weather, or avoid natural hazards.
Your Trade measures your ability to deal with different currencies, analyze crafts and trades, matters of engineering, investigate how much an object is worth, see how quickly you can count a pile of coins, handle a business and other commercial activities, as well as a measure of how industrious and diligent you are.
The Trades section has a list of available trades. You can also create one (GM fiat).
Trapping is the practice of setting and using traps to capture or kill creatures. A trapper uses knowledge of animal behavior and environmental conditions to place traps effectively. This skill involves the use of various devices, such as snares and pits, and requires patience, precision, and an understanding of survival techniques.
Your Wrangling skill represents your capability of dealing with animals, typically domesticated ones, including how to calm them down, keep a mount from running off or properly controlling it, or to understand an animal's intentions.