|
Acrobatics
|
Ref
|
|
Acting
|
Per
|
|
Jumping, balancing, swinging from ropes, doing flips.
|
|
Change appearance by costumes and/or impersonation. This can be for entertainment or disguise.
|
|
Alchemy(B)
|
Kno
|
|
Alteration
|
Kno
|
|
Knowledge of chemical compounds and material science. Serves as the basis for skills involving potions, alloys, creation of new materials such as plastics.
|
|
Knowledge of Alteration domain spells.
|
|
Animal Riding
|
Ref
|
|
Anthropology(B)
|
Kno
|
|
Ride and control an animal. Make a skill check every round if the animal is resisting.
|
|
Knowledge of cultures. This skill can be combined with such skills as Streetwise, Diplomacy.
|
|
Apportation
|
Kno
|
|
Appraise
|
Kno
|
|
Knowledge of Apportation domain spells.
|
|
Determine the market value of goods or services within +/- 10%.
|
|
Archeology(B)
|
Kno
|
|
Art
|
Per
|
|
Expertise in antiquities and ruins.
|
|
Pick an individual artistic skill such as dance, acting, paint, sculpture.
|
|
Artistic Ability(B)
|
Per
|
|
Athletics(B)
|
Ref
|
|
Expertise in many artistic skills.
|
|
General athletic ability.
|
|
Awareness
|
Per
|
|
Bargain
|
Per
|
|
The ability to detect when something is not right, or assess a situation. Awareness is also rolled to determine who has initiative in combat.
|
|
|
|
Biology(B)
|
Kno
|
|
Bluff
|
Per
|
|
Knowledge of living organisms.
|
|
|
|
Bow
|
Ref
|
|
Bureaucracy
|
Kno
|
|
The skill required to use bows, longbows, and compound bows
|
|
|
|
Clerical
|
Per
|
|
Climb
|
Str
|
|
Knowledge of Clerical spells.
|
|
|
|
Club
|
Str
|
|
Concentration
|
Str
|
|
Proficiency in fighting with a club, baseball bat, mace, flail.
|
|
|
|
Craft
|
Kno
|
|
Cryptography
|
Kno
|
|
(Pick a craft). Create fine hand worked items. Blacksmithing, woodworking, jewelry making, trap setting are a few examples.
|
|
Decipher codes or encrypted messages.
|
|
Dagger
|
Ref
|
|
Deduction
|
Kno
|
|
Fight with daggers, knives. Also includes throwing of daggers.
|
|
Solve a problem or make a determination from a set of clues or related bits of information.
|
|
Demolitions
|
Kno
|
|
Detection
|
Per
|
|
Knowledge of use of explosives or destructive spells in a controlled manner. Covers setting of fuses, placement, arming or disarming.
|
|
Knowledge of Detection domain spells.
|
|
Diagnose
|
Kno
|
|
Diplomacy
|
Per
|
|
Recognize the nature of an illness or injury. Add +10 to the difficulty of a treatment if this fails.
|
|
|
|
Disable Device
|
Ref
|
|
Enchantment
|
Per
|
|
Disable traps, pick non-magical locks, or otherwise circumvent or rig a device.
|
|
Knowledge of Enchantment domain spells.
|
|
Endurance
|
Str
|
|
Energy(B)
|
Str
|
|
|
|
Another variation of the Energy magic domain. Mostly used by experts in combat magic.
|
|
Energy(B)
|
Kno
|
|
Escape Artist
|
Ref
|
|
Knowledge of Energy domain spells.
|
|
Escape from bindings or other confinement.
|
|
Fly
|
Ref
|
|
Forgery
|
Kno
|
|
|
|
Create believable false documents.
|
|
Gamble
|
Per
|
|
Gather Information
|
Per
|
|
Used in an opposed roll when playing others in a game of chance that has some level of skill or strategy. Can also be used to cheat or detect cheating. Attempting to cheat adds +1D to the gamble roll. Detecting cheating requires a separate opposed die
|
|
|
|
Hide
|
Ref
|
|
Hypnotism
|
Per
|
|
|
|
Mesmerize others to gain information or plant suggestions.
|
|
Illusion(B)
|
Kno
|
|
Intimidate
|
Per
|
|
Knowledge of Illusion domain spells.
|
|
Coerce someone into giving what you want by threats.
|
|
Intuit Direction
|
Per
|
|
Language
|
Kno
|
|
Accurately determine which direction is north.
|
|
The ability to comprehend, speak, read, or write languages.
|
|
Leadership
|
Per
|
|
Martial Arts
|
Ref,
|
|
Coordinate groups of individuals and guide them towards a common goal.
|
|
Covers any unarmed fighting style from aikido to wrestling.
|
|
Mechanics
|
Kno
|
|
Medicine(B)
|
Kno
|
|
The ability to repair, construct, modify, or maintain mechanical hardware.
|
|
Covers various skills used by the professional healer.
|
|
Melee Fighting(B)
|
Ref,
|
|
Melee Weapon
|
Str
|
|
Broad skill for those who are expert in hand to hand combat, with or without weapons.
|
|
Polearm
|
|
Melee Weapon
|
Str
|
|
Navigation
|
Kno
|
|
Staff
|
|
Find the way from one place to another using navigational aids.
|
|
Necromancy(B)
|
Per
|
|
Persuasion
|
Per
|
|
Knowledge of the Necromantic domain spells.
|
|
Talking others into doing what you want them to do, seduction, fast-talk.
|
|
Physics(B)
|
Kno
|
|
Pilot Balloon
|
Ref
|
|
Knowledge of physical theories, methods, applications.
|
|
Pilot lighter-than-air transports, such as balloons, blimps, dirigibles.
|
|
Pilot Ground Vehicle
|
Ref
|
|
Pilot Heavy Vehicle
|
Ref
|
|
Drive medium sized vehicles.
|
|
The skill for driving large ground transports such as trucks and tanks.
|
|
Pilot Helicopter
|
Ref
|
|
Pilot Motorcycle
|
Ref
|
|
Pilot rotary wing or vector thrust aircraft
|
|
Drive small ground vehicles, such as motorbikes, hoverbikes, scooters.
|
|
Pilot Plane
|
Ref
|
|
Pistol
|
Ref
|
|
Pilot fixed wing aircraft
|
|
Ranged weapons designed to be held in one hand.
|
|
Polearms
|
Ref
|
|
Programming
|
Kno
|
|
The skill of using any long-hafted weapon, including spears.
|
|
Write instructions for computing devices.
|
|
Psychology(B)
|
Per
|
|
Ranged Combat(B)
|
Ref
|
|
Understand motivations. Useful in conjunction with persuasion and human (or other creature) perception skills.
|
|
Broad skill for experts in ranged combat. Covers use of ranged weapons, techniques to avoid being hit (which means this skill can be applied to defense rolls).
|
|
Research
|
Kno
|
|
Rifle
|
Ref
|
|
Use of storehouses of information to find facts.
|
|
Covers use of two handed ranged weapons such as rifles, muskets, and also crossbows.
|
|
Sailing
|
Ref
|
|
Scry
|
Kno
|
|
Pilot wind driven craft
|
|
|
|
Search
|
Kno
|
|
Sense Motive
|
Per
|
|
Finding what you are looking for. This differs from awareness in that you have an idea what your looking for and where it might be found, and you're actively pursuing it.
|
|
|
|
Sleight of Hand
|
Ref
|
|
Sling
|
Ref
|
|
Removing items from someone's person without their knowledge (pick pocket) or palm an object. Opposed by the target's Awareness Skill roll.
|
|
Skill for attacking with a sling weapon.
|
|
Sneak
|
Ref
|
|
Speak to Animals
|
Per
|
|
|
|
Communicate or command an animal through gestures, sound, expressions. Figure out what an animal is trying to tell you.
|
|
Spellcraft
|
Kno
|
|
Sport
|
Ref
|
|
|
|
(Pick a sport) Knowledge and ability to play a given sport.
|
|
Streetwise
|
Per
|
|
Survival
|
Kno
|
|
The ability to blend into an environment and interact without being unduly noticed.
|
|
Knowledge of how to survive and live off the land. Pick one environment, such as forest, desert, etc.
|
|
Swim
|
Str
|
|
Sword, 1H
|
Ref
|
|
The ability to keep from drowning when in a body of water.
|
|
One handed swords. Longswords, shortswords, sabers.
|
|
Sword, 2H
|
Ref
|
|
Tactics
|
Kno
|
|
Two handed swords.
|
|
|
|
Teach
|
Per
|
|
Thrown Weapon
|
Ref
|
|
|
|
General skill for hitting with throwable weapons, such as daggers, axes, baseballs.
|
|
Track
|
Per
|
|
Treat Injury
|
Kno
|
|
Follow a creature directly or by their trail.
|
|
|
|
Universal Spells(B)
|
Kno
|
|
Vehicle Combat
|
Ref
|
|
Knowledge of the Universal magic domain. Note that universal spells are meta-magic and thus can be applied to any domain, so this skill is usually not required.
|
|
Use of weapons mounted on vehicles, and the vehicle itself, in combat situations.
|
|
Wagon Driving
|
Ref
|
|
Willpower
|
Per
|
|
Control an animal-drawn conveyance
|
|
|
|
Zero-G Movement
|
Ref
|
|
Zoology(B)
|
Kno
|
|
Maneuver in a low or non-gravity environment.
|
|
Knowledge of animals, their habits, environment, capability. Useful when dealing with unfamiliar creatures in any capacity.
|