
Skills & Perks
The twenty skills and their governing stats, the perks earned at 1st level and every even level thereafter, and the toolsets used for trade, production, and social utility.
20 SkillsPerks · 1st & Even LevelsToolsets
There are twenty skills, each with a governing stat. A skill check rolls a d20 and adds the stat modifier, plus proficiency if trained.
| Stat | Skill | Description |
|---|---|---|
| Agility | Acrobatics | Balance, tumbling, jumping, tightrope walking, and other agile movement. Acrobatics allows Agility to be used instead of Might for jump distance and includes the “kipup” combat maneuver. |
| Agility | Stealth | Hiding, moving silently, tailing, stalking, evading, and sneaking up on targets to ambush them. Stealth requires light, cover, or ambient noise. |
| Agility | Thievery | Legerdemain, lockpicking, pickpocketing, bypassing mundane traps, and performing stage magic. |
| Charisma | Diplomacy | Debate, persuasion, negotiation, bribery, haggling, building morale, and other forms of social influence. Effective diplomacy requires time. |
| Charisma | Perform | Entertainment through singing, storytelling, comedy, dance, writing, and speeches. Musical instruments are covered by a toolset instead. |
| Charisma | Subterfuge | Disguise, misdirection, distraction, lying, hustling, impersonation, and planting ideas. Subterfuge is opposed by Empathy. |
| Intellect | Arcana | Magical theory and mechanics, including spells, curses, magic items, identifying and disarming magical traps, and the technical details of magic. Trained characters can identify spells without a roll. |
| Intellect | History | Broad knowledge of world events, politics, legends, treaties, laws, migrations, battles, and their historical context. |
| Intellect | Investigate | Searching for evidence, gathering information, analyzing facts, and using intellectual deduction to reach conclusions. |
| Intellect | Medicine | Surgery, triage, diagnosis, wound treatment, setting bones, and autopsies. Medicine restores health passively, and a character can treat a number of patients equal to their PROF. |
| Intellect | Nature | Geography, maps, animals, plants, weather, herbs, plant creatures, the fey, and harvesting useful natural resources. |
| Intellect | Occult | Supernatural lore concerning cosmology, planes, astrology, prophecy, mystic organizations and cults, curses, and the undead. |
| Intellect | Tactics | Strategy, planning, training, recruitment, terrain analysis, mass battles, supply, logistics, and military organization. |
| Intellect | Theology | Knowledge of religions, holidays, dogma, divine covenants, pantheons, deities, celestials, fiends, and other divine or planar entities. |
| Might | Athletics | Physical activities such as riding, climbing, swimming, jumping, wrestling, sports, obstacle courses, and bending bars. |
| Might | Intimidate | Causing fear through coercion, threats, bullying, interrogation, staredowns, and other displays of force. |
| Might | Wrangling | Riding, managing, herding, training, coercing, domesticating, or otherwise gaining compliance from animals and low-intelligence creatures. |
| Spirit | Empathy | Reading intentions and emotional states, including hostility, fear, deception, and hidden motives. Empathy is opposed by Subterfuge. |
| Spirit | Perception | Noticing hidden details, traps, trails, ambushes, buried bodies, and secret doors. Perception also determines Alertness. |
| Spirit | Survival | Outdoorsman skills including tracking, hunting, foraging, camping, building shelters, and rigging simple mantraps. |
Perks are small improvements or talents gained at 1st level and every even level thereafter. Perks marked with an asterisk (*) may be taken multiple times.
| Perk | Effect |
|---|---|
| Energy* | +6 maximum mana |
| Fast* | +1 initiative |
| Polyglot* | Proficiency in 1 language |
| Resistant* | +1 to one save |
| Skilled* | Proficiency in 1 skill or toolset |
| Tough* | +6 maximum health |
| Zanshen* | +2 alertness |
| Advisor | Support action range is 20 feet. |
| Armored | Proficiency in medium armor. |
| Aquanaut | Swimming speed equals land speed; hold breath 2x as long. |
| Attractive | +1 on charisma checks to influence romantically compatible creatures. |
| Bomber | Add PROF to damage with alchemical items. |
| Charger | Charging speed increases by +10. |
| Diesel | Require half as much food and water. |
| Greenblood | Poison resistance and immunity to addiction. |
| Grounded | Recover sanity at 2x rate. |
| Bushwhack | Gain 1 backstab die. |
| Hipshot | Shoot into melee without disadvantage. |
| Insomniac | Require half as much sleep. |
| Leadership | Attract followers at 10th level. |
| Militancy | Proficiency with martial weapons and shields. |
| Packmule | 10 points of load do not count toward encumbrance. |
| Packrat | Retroactively declare you packed one non-magical item (<10 silver, <5 lbs). |
| Prepared | Retroactively declare you took one downtime action (<1 hour, <10 days). |
| Quickdraw | Draw/stow weapons or tools as a reaction. |
| Recuperative | Heal naturally at 2x speed. |
| Reparable | Healing received restores extra health equal to Endurance modifier. |
| Safedive | Move 10 feet as a reaction when targeted by a missile attack or reflex save. |
| Scheduling | Prolonged activities take 30% less time. |
| Teamwork | Support action grants +3 bonus. |
| Mysticism | Prepare 2 additional spells of level 1+. |
| Expertise | +2 to one skill. |
| Cantrip | Learn 1 additional cantrip. |
| Lucky | One d20 reroll per session. |
| Training | Gain one fighting style. |
| Ghost | Running no longer breaks stealth. |
| Slalom | Ignore penalties for difficult terrain. |
| Catfeet | Reduce falling damage by 20 feet. Falls less than this distance incur no damage. |
Toolsets are used for trade, production, and social utility. Checks use a d20 roll plus PROF and a relevant stat modifier.
- Alchemist
- Apothecary
- Armorer
- Barber
- Blacksmith
- Carpenter
- Cartography
- Carving
- Cooking
- Cooper
- Disguise
- Drawing
- Engineer
- Farming
- Fletching
- Gaming
- Instrument
- Jeweler
- Leatherwork
- Locksmith
- Miner
- Pottery
- Publisher
- Tailor
- Vehicles
- Weaving