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Skills

Each adventurer begins the game with a number of skills as outlined in the class descriptions. Adventurers also gain an additional skill at 4th and 8th level. Skills grant a +1 bonus on any related attribute check (modified attributes are capped at a maximum of 18), and grant access to the adventurer's Reroll Pool on a failed check. The various skills and typical related attribute(s) are outlined in the table on page 50.

Skilled vs Unskilled

At the GM's discretion, some actions might require a specific skill or background to attempt at all, to qualify for a great success or avoid a terrible failure, or result in other modifiers reflective of experience. For example, the Apothecary skill might be required to concoct an emergency antitoxin mid-dungeon, or an adventurer with Wilderness Lore might automatically avoid getting bogged in a swamp.

The Skills table indicates which attribute(s) usually pairs with each skill. In some instances however a different attribute might apply. For example, the GM might rule that intimidating an NPC with a show of strength calls for a Str check, but will permit a reroll if the adventurer is skilled in Leadership (usually associated with Cha).

GMs are encouraged to modify the list to better suit their gaming preferences. For example, if your table prefers not to roll for social skills and instead rely on player skill, you might remove Leadership, Persuasion, Insight and Deception.

Similarly, if the single Detection skill is too broad, you might replace it with Spot, Hearing and Search skills, and so on.

Reroll Pool

If an adventurer fails an attribute check, but has a relevant skill (or possibly background, see below), the player may choose to reroll. Each adventurer begins an adventure with one Reroll Pool die per level. You may regain expended dice by taking short or long rests (p.81). The Reroll Pool may only be accessed once per attempted action. If advantage or disadvantage applies to the check, the Reroll Pool allows only one die to be rerolled.

Reroll Pool dice may also be used for all Luck rolls, Short Rest recoveries, and All Dead or Mostly Dead tests.

Backgrounds

In addition to skills, players may choose or create a themed background or profession for their adventurer (eg: soldier, pirate, hermit, criminal, disciple, merchant, farmer, etc).

If an action has a close connection with a character's background, but isn't a recognized skill, the adventurer's Reroll Pool may be available for that task. For example, a merchant background might allow a reroll on an Int check to appraise treasure, or a builder background might permit an Int reroll to identify weak points on a stone walkway.

List of Skills

SKILL USUAL ATTR WHEN RELEVANT
Acrobatics Dex Jumping, tumbling, parkour, escapology, tests of agility and reaction (inc Interceptions and triggering Rescue Exploits, but not initiative).
Animal Lore Int Animal behaviour, animal handling, mounted combat, driving carts & carriages, animal training, veterinary lore, bestial monster lore.
Apothecary Int First aid, injury recovery, poisons, biology, disease.
Arcane Lore Int Sensing nearby magic, recalling magical lore, fantastic monster lore, alchemy.
Athletics Str or Con Running, climbing, swimming, jumping, tests of physical power including grappling, breaking down a door, knocking an enemy prone, pushing a foe backwards, and so on.
Deception Cha Telling convincing lies, impersonations, making and using disguises and forgeries. Often opposed by Int (Insight).
Detection Perc General state of alertness as well as purposeful searching. Detecting traps, ambushes, clues, secret doors and so on.
Divine Lore Int Specialized, obscure or forbidden religious lore, rites, and creatures (holy and unholy).
Gather Information Int or Cha Rumour hunting, rumour mongering, canvassing for witnesses or a missing person or item, extended researching (eg: monster weaknesses or other specifics, the location of a lost ruin, etc).
General Lore Int The general catch all lore skill, recalling a broad range of historical, scientific, religious and political information (but not Arcane, Animal, Divine or Wilderness Lore).
Insight Int or Perc Discerning cues and subtleties suggestive of lies, exaggeration, honesty, and so on, with a view to gauging a person's true intentions. Often opposed by Cha (Deception).
Leadership Cha Inspiration, morale, intimidation, teaching, having orders obeyed.
Persuasion Cha Debating, convincing, negotiation, diplomacy, etiquette.
Sailing Str or Int Navigating and operating ships (including airships if applicable), rafts, canoes, etc. Also includes fishing and swimming.
Sleight of Hand Dex Picking pockets, palming, hiding small objects on your person or planting objects on others.
Stealth Dex Hiding and moving silently. Often opposed by Perc (Detection).
Traps & Locks Dex Picking non-magical locks, setting and disarming non-magical traps. Noticing traps is covered by Perc (Detection).
Wilderness Lore Int Wilderness survival, herbalism, foraging, hunting game, tracking. Might include some relevant non-magical monster lore (GM's call).