Your skills are the basis of everything your character can do, they determine what you can do, and how well you can do it. Skills are broken down into three basic types; General, Combat, and Magic. when creating a character all skills start at 0. This is considered the average skill for an average person. You will be given 40 Skill Points to distribute as you wish, but no skill can be above 4 at creation, and they max at 6 at first Tier and raise to 8, and eventually 10.

Every Skill in these lists has the potential to save or take a life in the right situation, and thus they are all useful. Some are just more obviosly useful than others. But this isn’t a video game; a clever, subtle character can literally kill as easily with a word or gesture than a sword. And I’m not just talking about wizards. Look the skills over, some descriptions may not be as clear as they could be. When in doubt, ask your DM. Here’s the List:

Alertness: Your awareness of your surroundings.
Animals: Your ability to handle and calm animals, whether a spooked horse or wild wolf.
Athletics: Covers most physical feats of agilty, jumping, dodging, and the like
Burglary: Used for opening locks, bypassing defenses and even disabling traps.
Conviction: The measure of your innate mental fortitude. Serves as social defense.
Craftsmanship: Your skill at crafting. Either Alchemy, Engineering, Smithing, etc.
Deceit: Your ability to lie, trick and mislead other people.
Discipline: To gain focus under pressure and maintain composure.
Empathy: Reading people, picking up on vibes, or sensing you’re being lied to.
Endurance: A measure of how much stress your body can take.
Heal: Used to tend to wounds and injuries by non-magical means.
Investigation: Finding and deciphering clues, hunches, contacts, and general sleuthy-ness.
Intuition: Like a 6th sense, to pick up on danger, magic, etc.
Language: Learn new languages and decipher script.
Lore: Acquired pool of knowledge about myths, legends, and the arcane.
Might: Measure of physical stength. Bust down a door, or throw an enemy from a tower.
Performance: Whether playing a violin, reciting poetry, or interpretive dance. Dazzle em!
Presence: Force of personality. Make everyone take notice when you walk in the room.
Rapport: How likeable you are. For social networking, or just getting past the doorman.
Ride: Be an extreme equestrian. Or maybe you prefer riding dragons. Either way.
Scholarship: Acquired knowledge of facts, from geography, to history, to the sciences.
Stealth: Blend into a crowd, hide in the dark, or move without making a sound.
Survival: Tracking, navigation, and finding food, water, and shelter in the wild.
Use Mag. Dev. Proficiency with magical items and devices, wands, scrolls, etc.

Spellcasting Skills
Arcana: Wizards only* Manipulate the forces around you, very versatile.
Conjuration: Summoning, Teleporting, and opening extraplanar gates.
Evocation: Essential for war-mages. Quick and dirty magic. Explosions, shields, etc.
Illusion: Make things appear where they arent, or to be what they arent, or to not be.
Necromancy: Create, Control, and simulate undeath.
Thaumaturgy: Creating connections, between items, minds, and places.
Transmutation: Restore, destroy, and alter the world around you.

Combat Skills
Chained: Meteor Hammers, Flails, Nanchaku & Whips. Weapons with style.
Hand to Hand: Unarmed attacks and fist weapons, such as brass knuckles.
Melee Light: Small to medium weapons, daggers, broadswords, clubs, etc.
Melee Heavy: Medium to heavy weapons, broadswords, battle-axes, spears, etc.
Ranged: Bows, Crossbows & Guns. close combat is dangerous. Kill from a distance.
Shield: Fight like a Spartan. Shields weren’t just for protection, you know.
Thrown: Kunai, Darts, Bombs & Hatchets. The dirty fighter’s favorites.

note: On a character-to-character basis alternative weapon types may be used (such as polearms)and alternative spellcasting schools may be used, for example: Pyromancy, Light, or Shadow to name a few possibilities. Generally the Combat and Spell Skills above can cover any weapon types or magical effects you can think of, but sometimes you may want more focused weapon or spell disciplines. Just talk to your DM.

A few words on Skills & Skill choices:

Its easy to look at these lists and be intimidated. There are alot of possibilities, and frankly, you can’t choose them all. Thats why its important to have a character already fleshed out before you pick your skills. No character is good at everything, and most characters are best left focusing on their strengths rather than spreading their skill points thin trying to make up for their weaknesses. Strengths and weakenesses make a character. Sure, your Knight might get green with envy when the Illusionist clears a room by making the bad guys think its on fire… but remember, the Illusionist can’t turn a man’s head into a canoe with a warhammer like you can. And thats okay. So pick skills based on who your character is and what he/she would be good at. Be good at a few things. Be really good at them. A good rule of thumb we’ve found is spending about 25-30 points on General Skills then picking a couple of Combat/Spell Skills to dump your other 10-15 points into. Aim for two to four skills your character will be great at, and 5-7 that you’ll be okay at. Remember, as you gain more skill points you can allocate them where you wish, so if you decide you aren’t crazy about a particular Skill, there WILL be opportunities to branch into others.


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