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Skills and Skill Groups

Skills are actions that require Ability Scores as well as character knowledge that may be used throughout the game for characters to problem solve and progress through their endeavors. Skills are categorized into Skill Groups for Creating A Character. Each Skill Group focuses on a set of skills that would be used for general actions that could be used for things like navigation, bartering, and understanding key information.

Strength Skills

  • Climbing. Measures your ability to scale inclines. For example, you may use this to gather fruit from a tree, or to Move from one part of a Mounted creature to another.
  • Jumping. Measures your ability to jump horizontally or vertically. For example, you may use this skill to Mount a creature from above, or to leap over an extended spike pit.
  • Swimming. Measures your ability to maneuver yourself inside water. For example, you may use this skill to explore underwater environments such as grotto and caves.

Dexterity Skills

  • Acrobatics. Measures your balance and flexibility. For example, you may use this skill to walk a tightrope, or Tumble between two adjacent enemies.
  • Sleight of Hand. Measures your ability to manipulate and conceal small objects. For example, you may use this skill to palm a coin, or to slip a note into someone’s pocket.
  • Stealth. Measures your ability to move and act quietly. For example, you may use this skill to sneak past someone or to Surprise an enemy.

Constitution Skills

  • Endurance. Measures your ability to keep up with a Str or Dex based skill beyond a reasonable amount of time for the skill or within extreme conditions. For example, you may use this skill if you are Swimming against a strong current, or if you have been Climbing a cliff face for longer than your PC can normally withstand.

Intelligence Skills

  • Appraisal. Measures your ability to estimate the value of something. For example, you may use this to determine the worth of a gem of to spot a fake or forged item.
  • Awareness. Measures your ability to perceive details with your senses such as sight, sound, smell, taste, and touch. For example you may use this skill to spot a trap.
  • Culture. Measures your ability to identify and interpret the customs and cultures of different societies. For example, you may use this skill to recognize the meaning of a foreign gesture or to understand a local cultural taboo.
  • Decipher Magic. Measures your ability to read and understand the language of magic. For example, you may use this to read a magical scroll, or to understand the nature of a magic rune.
  • Dungeoneering. Measures your ability to survive in dungeons, ruins, and other enclosed environments. For example, you may use this to map out a complex labyrinths, find a secret passage, or disarm a trap.
  • Geography. Measures your knowledge of the features of the natural world such as land forms, climates, and resources. For example you may use this to identify places and regions, or to plan out a safe travel route.
  • History. Measures your knowledge of past events of the world and its people. For example, you may use this skill to recall and relate historical facts and tales, or to analyze and interpret historical text.
  • Investigation. Measures your ability to search and examine objects and environments. For example, you may use this still to find a false bottom in a chest, or to find clues in a crime scene.
  • Medicine. Measures your knowledge of health and disease. For example, you may use this skill to identify a sickness, or to properly care for a wound.
  • Nature. Measures your knowledge of the natural world and its plants and creatures. For example, you may use this skill to identify a plant and its properties, or to predict the weather.
  • Religion. Measures your knowledge of the beliefs and practices of the faiths of the world. For example, you may use this skill to identify the deities of a temple, or to make a proper offering to a deity.

Wisdom Skills

  • Arcana. Measures your understanding of the other Planes and their inhabitants. For example, you may use this skill to identify the Plane of origin from a planar creature or to determine which Plane a portal is connected to.
  • Detect Magic. Measures your ability and intuition to sense the presence of magic. For example, you may use this skill to sense a magical trap, or to sense a nearby magical item.
  • Handle Animal. Measures your ability to understand animals and their behavior. For example you can use this skill to communicate with animals, or to tame a non-hostile creature.
  • Insight. Measures your ability to read and understand people and situations. For example you may use this skill to tell if someone is lying.
  • Spellcraft. Measures your ability to manipulate the art and sciences of magic. For example, you may use this skill in order to activate a dimensional portal, or to power a dormant enchantment.
  • Survival. Measures your ability to survive and thrive in harsh or wild conditions. For example, you may use this skill to track a creature, or to make a comfortable temporary campsite.

Charisma Skills

  • Deception. Measures your ability to lie and manipulate others. For example, you may use this to bluff your way past a guard, or to fake passing out.
  • Diplomacy. Measures your ability to persuade and negotiate with others. for example, you may use this skill to persuade someone to help you, or to negotiate a deal.
  • Disguise. Measures your ability to alter your appearance. For example, you may use this skill to disguise yourself as someone else, or to blend into a crowd.
  • Intimidation. Measures your ability to create tension or fear within your presence. For example, you may use this skill to force your way through somewhere without physical confrontation, or to convince someone to back off.

Selecting Skill Groups

Skill Groups are batches of corresponding skills based on the chosen Character Class. Characters choose their Proficiency and Expertise within those Skill Groups. The characters choose two Skills from each of your Classes Skill Group to be Proficient in, and one Skill from two of your Classes Skill Group that you are not Proficient in to be an Expert in. All other Skills are Untrained unless becoming Trained.

  • Academia Skill Group – Culture (Int), Dungeoneering (Int), Geography (Int), History (Int), and Religion (Int)
  • Athletics Skill Group – Acrobatics (Dex), Climbing (Str), Endurance (Str), Jumping (Str), and Swimming (Str).
  • Mysticism Skill Group – Arcana (Wis), Detect Magic (Wis), Decipher Magic (Int), History (Int), and Spellcraft (Wis)
  • Perception Skill Group – Appraisal (Int), Awareness (Int),  Dungeoneering (Int), Investigation (Int), and Insight (Wis)
  • Slyness Skill Group – Acrobatics (Dex), Deception (Cha), Disguise (Cha), Sleight of Hand (Dex) and Stealth (Dex)
  • Social Skill Group – Culture (Int), Deception (Cha), Diplomacy (Cha), Insight (Wis) and Intimidation (Cha).
  • Wilderness Skill Group – Geography (Int), Handle Animal (Wis), Nature (Int), Medicine (Int), and Survival (Wis)

Rolling Skill Checks

Skill checks are made by rolling your skill dice pool + Ability Modifier. The dice pool for skills are determined by how proficient you are.

  • Untrained: 3d6 + Ability Modifier.
  • Trained: 3d8 + Ability Modifier.
  • Expert: 3d10 + Ability Modifier.

Helping and Training

Players who are assisting each other in skill checks may grant an additional die from their dice pool to the skill check of the player making the check. When a Help or Training action is occurring the player who is the least Trained in the skill makes the check.

Advantage and Disadvantage

Characters with Advantage gain an additional die in their dice pool for the check while Disadvantage imposes a loss of a die within the dice pool.

Characters sometimes meet conditions where they are granted Advantage or imposed Disadvantage, these conditions may sometimes conflict with each other, and sometimes there may be more Advantages or Disadvantages in a situation. The game is meant to be played where these conditions stack.

For example, when tracking a deer the characters may gain an Advantage for already finding some fresh tracks, however it is a windy day which may yield a Disadvantage for sound and smell. If the players are cunning enough to attempt to keep their scent in mind while tracking and are able to stay downwind from the deer trail, they might gain another for a total of 2 Advantages and 1 Disadvantage, yielding 1 additional die in the Survival check.

However, if the math slows down the game too much, you may simply cancel out bonuses if there is an Advantage and Disadvantage.

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