Skills & Perks

The twenty skills and their governing stats, the perks earned at even levels, and the toolsets used for trade, production, and social utility.

20 SkillsPerks · Even LevelsToolsets
01

Skills

There are twenty skills, each with a governing stat. A skill check rolls a d20 and adds the stat modifier, plus proficiency if trained.

StatSkillCovers
AgilityAcrobaticsBalance, tumbling, jumping, tightrope, etc.
AgilityStealthHiding, moving silently, tailing and stalking targets, ambushing, etc.
AgilityThieveryLegerdemain, pickpocket, bypass mundane traps, etc.
CharismaDiplomacyDebate, persuasion, negotiation, bribery, haggling, building morale, etc.
CharismaPerformEntertainment, storytelling, singing, comedy, speeches, etc. (Not instruments).
CharismaSubterfugeDisguise, misdirection, distraction, lies, hustling, planting ideas, etc.
IntellectArcanaSpells, curses, magic items, disarming magical traps, technical details of magic.
IntellectHistoryPolitics, legends, treaties, laws, migrations, battles, etc.
IntellectInvestigateSearching for things, gathering information, analyzing facts, etc.
IntellectMedicineSurgery, triage, diagnosis, wound treatment, setting bones, autopsies, etc.
IntellectNatureGeography, maps, animals, plants, weather, herbs, plant creatures, the fey, etc.
IntellectOccultCosmology, planes, astrology, prophesy, mystic cults, the undead, etc.
IntellectTacticsStrategy, planning, training, recruitment, supply, logistics, organization, etc.
IntellectTheologyReligious, holidays, dogma, divine covenants, celestials, fiends, deities, etc.
MightAthleticsRiding, climbing, swimming, jumping, sports, obstacle courses, bend bars, etc.
MightIntimidateCoercion, threats, bullying, interrogation, staredowns, etc.
MightWranglingRiding, managing, herding, training, coercing, gaining compliance from animals.
SpiritEmpathySensing emotions, hostility, fear, deception, guessing motives, etc.
SpiritPerceptionNoticing details, traps, hidden trails, ambushes, buried bodies, secret doors, etc.
SpiritSurvivalTracking, hunting, foraging, camping, shelters, rigging simple mantraps, etc.
02

Special Notes

Additional rulings, restrictions, and combat or downtime uses for each skill.

Acrobatics
Allows using Agility instead of Might for jump distance and includes the "kipup" combat maneuver.
Stealth
Used to evade, follow, or sneak up on targets; requires light, cover, or ambient noise.
Thievery
Used for traps, locks, pickpocketing, and stage magic.
Diplomacy
Used for persuasion, bribery, and social influence; requires time.
Perform
Covers singing, storytelling, comedy, dance, and writing.
Subterfuge
Used for lying, impersonation, and planting ideas; opposed by Empathy.
Arcana
Covers magical theory and mechanics; allows identification of spells without a roll.
History
Covers broad knowledge of world events, politics, and legends.
Investigate
Intellectual deduction and finding evidence.
Medicine
Restores health passively; characters can treat a number of patients equal to their PROF.
Nature
Covers geography, plant/animal lore, weather, and resource harvesting.
Occult
Supernatural lore related to mystic organizations, curses, and cosmology.
Tactics
Military knowledge for mass battles, terrain analysis, and logistics.
Theology
Knowledge of religions, pantheons, and divine/planar entities.
Athletics
Used for physical activities like climbing, swimming, and wrestling.
Intimidate
Causing fear through threats or coercion.
Wrangling
Controlling, training, or domesticating animals and low-intelligence creatures.
Empathy
Reading others' intentions and emotional states; opposed by Subterfuge.
Perception
Used to notice hidden details, traps, and secret doors; determines Alertness.
Survival
Outdoorsman skills including camping, foraging, and tracking.
03

Perks

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.

PerkEffect
Energy*+6 maximum mana
Fast*+1 initiative
Polyglot*Proficiency in 1 language
Resistant*+1 to one save
Skilled*Proficiency in 1 skill or toolset
Talented*+1 to two skills
Tough*+6 maximum health
Zanshen*+2 alertness
AdvisorSupport action range is 20 feet.
ArmoredProficiency in medium armor.
AquanautSwimming speed equals land speed; hold breath 2x as long.
Attractive+1 on charisma checks to influence romantically compatible creatures.
BomberAdd PROF to damage with alchemical items.
ChargerCharging speed increases by +10.
DieselRequire half as much food and water.
GreenbloodPoison resistance and immunity to addiction.
GroundedRecover sanity at 2x rate.
BushwhackGain 1 backstab die.
HipshotShoot into melee without disadvantage.
InsomniacRequire half as much sleep.
LeadershipAttract followers at 10th level.
MilitancyProficiency with martial weapons and shields.
Packmule10 points of load do not count toward encumbrance.
PackratRetroactively declare you packed one non-magical item (<10 silver, <5 lbs).
PreparedRetroactively declare you took one downtime action (<1 hour, <10 days).
QuickdrawDraw/stow weapons or tools as a reaction.
RecuperativeHeal naturally at 2x speed.
ReparableHealing received restores extra health equal to Endurance modifier.
SafediveMove 10 feet as a reaction when targeted by a missile attack or reflex save.
SchedulingProlonged activities take 30% less time.
TeamworkSupport action grants +3 bonus.
04

Toolsets

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