The presented Skills represent levels of competence and expertise in general areas which are categorized to encompass many different capabilities. Your expertise at a particular task is determined by how high the relevant Skill Bonus is.

Each Skill is associated with a certain Ability Score (see Ability Scores). You add the relevant Halved Ability Modifier to the Skill Bonus.

Many tasks you attempt will require you to roll a Skill Check. This helps determine your degree of success at the task.

Skill Check = 1d20 + Skill Bonus

Skill Bonus = relevant Halved Ability Modifier + 1/3 Wisdom Modifier + Proficiency Bonus + Skill Ranks

Optional Rule: If you roll a natural 20 on a Skill Check you may gain +10 to the Check if you are Proficient in the Skill. If you roll a natural 1 on a Skill Check you may have a -10 to the Check if you are not Proficient in the Skill.

Skill Proficiency

You can gain Skill Proficiencies in a number of ways, including spending Background Points or taking Feats and Themes. A Skill Proficiency represents your training, practice, or natural aptitude in a particular Skill.

A Skill Proficiency grants +4 to the designated Skill. If you receive Proficiency in the same Skill for a second time for any reason, you gain +2 in that Skill. For each additional Proficiency in the same Skill, you gain +1 to that Skill.

Skill Ranks

Skill Ranks represent further study or practice of a Skill.

Each Skill Rank is used to give +1 to a Skill.

You may not assign more Ranks to a Skill than your Level + the relevant Halved Ability Modifier.

# of Skill Ranks = (5 + Halved Intelligence Modifier) × (1 + 1/3 Level)

You gain Skill Ranks at first level and every 1/3 Level and when you do, you may re-assign your Skill Ranks if you desire.

Some Skills have an asterisk (*) next to them. This means that you have -10 to the Skill if you are not Proficient in it.

1/3 Wisdom Modifier

Wisdom represents common sense and an intuitive knowledge of the world. When making Skill Checks, it is often helpful to think on your feet. You may not have any book knowledge of nature, but you could have experiences that help you understand how plants and animals work. You may have never studied religion, but have an intuitive insight into gods and their followers. When climbing up a cliff, you may have enough awareness and understanding of the situation to take the safest and quickest route even though your strength is lacking. Simply put, your wisdom can affect all your skillsets.

You add one third your Wisdom Modifier to every Skill (even if it is negative). Wisdom skills (Awareness, Initiative, and Insight) receive the normal Halved Wisdom Modifier plus this bonus.

Situational Modifiers

Situational modifiers are added or subtracted from Skill Checks based on the situation. The GM may add situational modifiers as they believe appropriate. When a situation not specified in the rules occurs that the GM believes merits a positive or negative bonus it is recommended that modifiers (+2, -3, +5, etc) are used instead of Advantage or Disadvantage. This way, any mechanics of feats or combat styles involving Advantage or Disadvantage are not negated because of the particular way a GM treats certain situation. The GM need not notify the player of these modifiers, though it is often a good idea to do so. This mechanic should be used to reward creative players more than to hinder their progress. Optionally, the GM and players agree, Situational Modifiers can also be applied in combat, even to attacks and defense.

Arm Strength (Str)

Your ability to perform feats of strength with your upper body and the knowledge of and comfortability with your body that comes from relentless training.

Lifting or pushing heavy objects

Checks usually don’t have to be made to lift something heavy. It wouldn’t make sense for you to be able to lift the chest yesterday but not today. GMs will decide what makes sense for you to be able to lift based off of your Arm Strength.

Draw Weight

Higher Arm Strength allows you to manage higher Draw Weights (see Draw Weight).

Throwing Weapons

Higher Arm Strength helps you throw weapons further. (see Throwing Weapons)

Below are some tasks that can make use of both your Arm Strength and Leg Strength:

Climb

Arm Strength and Leg Strength are combined for Climb Checks (still one d20 rolled). Every Round in which you climb, you must make a Climb Check to see how fast you can climb. It takes you 3 Energy to climb this distance. Additionally, you must spend 1 Stamina (regardless of whether or not you successfully move). Depending on how precarious your situation is, you may have to make a Climb Check simply to not fall.

Climb Checks
Arm and Leg Strength Roll Lose Grip No Progress Move 1m Move Half Speed
Easy (with rope) <5 5-9 10-14 >=15
Medium (most trees) <10 (or natural 1) 10-14 15-19 >=20
Difficult (few grip locations) <15 (or natural 1-2) 15-19 20-29 >=30
Treacherous (upside down) <20 (or natural 1-3) 20-29 30-39 >=40

Note: If you lose your grip due to a failed Climb Check, you will likely still have a chance to catch yourself before you fall completely.

Escape Hold

If you are Restrained by another creature, you may try to escape by spending 3 Energy and making an Arm Strength Check, Leg Strength Check, or Fortitude Save with a DC of their Arm Strength Check or Fortitude Save to try to escape.

Breaking Down a Door or Wall

As a general guideline, an old or poorly made wooden door is pretty easy to break down with a DC of around 20 while a thick stone door could be 50 or more.

Breaking down a door or wall takes 2 Energy and 1 Stamina and requires an UBS or LBS Check. This can be repeated several times (if you fail on the first Checks).

Charging into the structure by Running or Sprinting towards it immediately before the Check from at least 3m away adds +5 to the Check. If the door/target is large enough, multiple people may be able to help on the check. In this case, only one d20 is rolled, but all character’s UBS or LBS modifiers are added (if they are charging, the +5 bonuses also stack).

Leg Strength (Str)

Your ability to perform feats of strength with your lower body and the knowledge of and comfortability with your body that comes from relentless training.

Sprinting

When you Sprint, you spend 3 Energy and 1 Stamina and move your Speed +1 meter plus an extra sprint distance based on your Leg Strength.

Breaking Down Door/Wall
UBS or LBS Roll DC
Old/poor/rotting door 20
Simple wooden door 30
Thick/well-built wooden door 40
Simple wood plank wall 40

Sprint Distance
LBS Bonus Extra Sprint Distance
<=4 +0m
5-9 +1m
10-14 +2m
15-19 +3m
20-24 +4m
25-29 +5m
30-34 +6m
35-39 +7m
>=40 +8m

Jumping

Jumping costs 1 Stamina. You may Jump as a part of another movement action or spend 1 Energy to Jump. Your jump distance and reach can be affected by your Leg Strength. (see Size)

If you are Sprinting into your jump, you gain +1m to the jump.

Jump Distance/Reach
LBS Bonus Extra Distance/Reach
<=9 +0m
10-14 +.5m
15-19 +1m
20-24 +1.5m
25-29 +2m
30-34 +2.5m
35-39 +3m
>=40 +3.5m

Agility

Your base Agility is half your Speed but you get extra Agility based on your Leg Strength. (see Agility)

Agility
LBS Bonus Extra Agility
<=9 +0
10-19 +1
20-29 +2
30-39 +3
>=40 +4

Fall Damage

When you fall, the amount of fall damage you take can be reduced by making a Leg Strength Check. You can only do this if you land on your feet (which you can normally do as long as your free to twist in the air).

Fall Damage
Distance Fallen Damage Taken Distance Fallen Damage Taken
3-4m 1d6 70-74m 19d6
5-6m 2d6 75-79m 20d6
7-8m 3d6 80-84m 21d6
9-10m 4d6 85-89m 22d6
10-12m 5d6 90-94m 23d6
13-15m 6d6 95-99m 24d6
16-18m 7d6 100-104m 25d6
19-20m 8d6 105-109m 26d6
21-24m 9d6 110-114m 27d6
25-28m 10d6 115-119m 28d6
29-32m 11d6 120-124m 29d6
33-37m 12d6 125-129m 30d6
38-42m 13d6 130-134m 31d6
43-48m 14d6 135-139m 32d6
49-54m 15d6 140-144m 33d6
55-59m 16d6 145-149m 24d6
60-64m 17d6 >=150m 35d6
65-69m 18d6 - -

Fall Damage Reduction
LBS Bonus Damage Taken is Reduced By
<=9 0
10-14 1d6
15-19 2d6
20-24 3d6
25-29 4d6
30-34 5d6
35-39 6d6
>=40 7d6

GM Note: This Fall Damage table is meant for the typical situations for Small and Medium sized humanoids, but GMs should use their own judgment to account for situational variables.

Swim (Str)*

Your ability to swim quickly and quietly, and perform swimming-related tasks.

You may spend 3 Energy to move your Swim Speed in the water. If you are Proficient in Swim, you may also spend 1 Stamina to move an additional 2m.

You gain a Swim Speed based on your Swim bonus. Your Swim Speed is reduced by 1 if you are wearing anything more cumbersome than normal clothes, and may be further reduced depending on what you are wearing/carrying. For instance, trying to drag a Medium sized creature through the water, gives you -2 Swim Speed.

Swim Speed
Swim Bonus Swim Speed
<=3 0m
4-6 1m
7-9 2m
10-12 3m
13-15 4m
16-18 5m
19-21 6m
22-24 7m
>=25 8m

In harsh conditions, or if you are not Proficient in Swim, you are required to make Swim Checks to determine your how far you can Swim or if you start to drown. These Checks are only made once per Round, but Swim Checks can be made to do anything related to swimming (moving through water quietly and undetected, performing a beautiful dive, holding your breath a long time, etc.).

Swim Checks to Determine Swim Speed
Conditions: Calm/Slight Current Strong Current Buffeting Waves Strong Storm Hurricane**
Check Necessary?*: No If <=Small If <=Medium Yes Yes
<=0 -3m -4m Fall Unconscious Fall Unconscious Fall Unconscious
1-4 -2m -3m -4m Fall Unconscious Fall Unconscious
5-9 -1m -2m -3m -4m Fall Unconscious
10-14 - -1m -2m -3m -4m
15-19 - - -1m -2m -3m
>=20 - - -1m -2m
*A Check is always necessary if you are not Proficient in Swim.
** In hurricane-like conditions, you lose 1 Stamina per Round while in the water.

If for any reason, your Swim Speed is 0 or less while in the water, then you must make a Fortitude roll to avoid falling unconscious with a DC of 20 - your Swim Speed (if your Swim Speed is negative, this increases the DC) and lose Stamina equal to the amount of negative Swim Speed you have. If you are not Proficient in Swim, you also lose all your Energy. These effects only occur once per Round.

If you roll a natural 20 on a Swim Check, you have a Swim Speed of at least 1m for the rest of the Round.

Acrobatics (Dex)

Your adeptness at feats of precise movement and keeping your balance. High acrobatics represents a fit, physically aware character, but not a necessary strong character.

Acrobatics Checks are commonly made to keep or recover your balance and to perform feats of physical nimbleness.

Certain performance Knowledges pair well with Acrobatics (such as juggling, dancing, or tumbling). During an acrobatic performance the DM may let you roll Acrobatics as well as your Knowledge to aid your effectiveness.

Possible Acrobatics Checks
Task DC
Balancing on one foot for a minute 5
Catching a tossed ball 10
Jumping over a fallen tree without slowing 15
Walking across a think, taught rope 20
Swinging from vine to vine (could also be Arm Strength) 25
Wall-running several meters 30

Sleight of Hand (Dex)*

Your ability to manipulate objects discreetly and in a quick and smooth ways.

Certain performance Knolwedges pair well with Sleight of Hand (such as juggling or street-magic). During a performance of finger dexterity the DM may let you roll Sleight of Hand as well as your Knowledge to aid you effectiveness.

Possible Sleight of Hand Checks
Task DC
Palm a playing card (unnoticed) 15
Lift a letter from a delivery boy's bag (unnoticed) 25
Steal a ring off someone's finger during a handshake (unnoticed) 30
Steal the belt off a distracted merchant (unnoticed) 35

When you make a Slight of Hand check to take an object from a creature, that creature may make an Awareness Check (with a DC of your Sleight of Hand Check) in order to notice the attempt (whether you meet the DC of what you are trying to do or not).

Disable Device (Dex)*

Your ability to pick locks, disarm traps, and tamper with mechanical devices as well as your knowledge of such devices.

Picking a lock also requires some object that can be used as a pick. Without this, picking a lock is impossible. However, a simple stick can count as this pick-like object. If you have tools made specifically for lock picking, they grant you +5 to your lock picking checks.

Lock picking takes an entire Round. If you fail, then you may extend the amount of time you are working on the lock for another Round and add +1 to you check. You may continue this for up to +10 to your check. You can be interrupted from your attempt to break the lock, and continue at a later time, but your initial Check for the lock holds until your next Extended Rest (you can’t roll again for the same lock until after that).

Lock Picking Checks
Lock Quality DC
Poor 15
Simple 25
Average 35
Good 45
Very Good 55
Masterful 65

When trying to disable a trap, explosive or some other device, the DC is just as variable as lock picking, and the mechanics are the same (including gaining up to +10 on your Check for spending extra time working on it).

Stealth (Dex)

Your adeptness at hiding from something, moving quietly, and staying unnoticed.

To make a successful Stealth Check, you must have a reasonable explanation for why the creature you are hiding from can't see you, e.g., you have cover, are camouflaged, or they are facing away from you. Otherwise, they can see you regardless of how high your Stealth is or how low their Awareness is.

When you make a Stealth Check, it is compared to the Passive Awareness or Awareness Check of all the creatures you are hiding from. Passive Awareness is used if the creature is unaware of you and not looking for anything suspicious, otherwise the creature can make an Awareness Check. The Passive Awareness or Awareness Check is effectively the DC of the Stealth Check. If you meet or beat the DC, you are not noticed.

A Stealth Check is made initially when you try to hide, but may also be made whenever you try to do something else stealthy. It is up to the GM to decide what entails a new Stealth Check and what you can do with a Check you made previously (if the situation is different enough to justify a new Stealth attempt).

Passive Stealth = Stealth Bonus

Your Passive Stealth applies all the time, even when you are not specifically trying to be stealthy. Theoretically, your Passive Stealth could be greater than another creature’s Passive Awareness so unless you are trying to make noise, or they make a Check, you will go undetected without really trying.

You have Disadvantage on your Stealth Check if you are sprinting, climbing, jumping, or performing some other strenuous task.

Investigation (Int)

Your attention to detail and ability to pick out important pieces of information and link them together to draw a conclusion.

Investigation is used to solve puzzles and interpret clues. It can also be used as a “find” skill when searching a room.

Item Investigation Checks
Object Rarity Value Object DC Determine Function DC Learn Origin DC
Common 10 10 15
Unusual 15 20 20
Very Rare 20 30 25
Unknown 25 40 30
Note: The object rarity is in relation to you. So even if the item is common somewhere, it may be unknown to you.

The DCs for puzzle solving and item finding vary greatly.

Once you have failed an Investigation Check, you cannot make another one to try to learn the same information until after Extended Rest, unless you are able to examine the object more closely or gain new information about the object.

Awareness (Wis)

Your alertness and ability to notice things that are suspicious or threatening.

You make Awareness Checks when you are on alert for something to happen or looking for something over an extended period of time. The player need not express every time their character is on alert as it can usually be assumed based on the situation and the character's disposition.

Passive Awareness = 10 + Awareness Bonus

Your Passive Awareness determines what the GM will tell you without making Checks. When making an Awareness Check, if the total is lower than your Passive Awareness, you treat the result as if it was your Passive Awareness.

When you are asleep, your Passive Awareness is reduced by 10 (to just your Awareness Bonus).

Clarification Note: As a general rule, use Investigation for the more specific situations of looking for things, and Awareness for the more broad situations of noticing things.

Initiative (Wis)

Your ability to make split second decisions and predict/react to your opponent’s moves.

You roll Initiative when you try to perform an action before another creature performs theirs when they have the right to go first.

You may only roll Initiative once per Round. You may decide not to roll Initiative and treat the situation as if you had lost Initiative (possibly saving your Initiative roll for later). If another situation arises that requires you to roll Initiative after you have already rolled it, you automatically fail. (see Initiative in the Combat section)

Rolling Initiative is different from rolling other Skill Checks. You do not use a 1d20, but instead roll a die or dice combination based on your Initiative Bonus (see table below). You do not add anything to this dice roll, but compare its raw result with the opponent’s roll. If your roll is higher, then you win the Initiative challenge. The initiator of the Initiative Check wins ties.

Rolling Initiative
Initiative Bonus Dice Used
<=0 1d4
1-3 1d6
4-6 1d8
7-9 1d10
10-12 1d12
13-15 1d4, 1d8
16-18 1d6, 1d8
19-21 2d8
22-24 1d8, 1d10
25-27 1d8, 1d12
28-30 1d10, 1d12
31-33 2d12
34-36 1d6, 1d8, 1d10
37-39 1d6, 1d8, 1d12
40-42 2d8, 1d12
43-45 1d8, 1d10, 1d12
>=46 2d10, 1d12

When you have Advantage or Disadvantage on Initiative, it only applies to the largest die.

Insight (Wis)

The ease at which you can gauge intentions, sense a creature’s mood, learn someone’s feelings towards someone or something, or tell if someone is being deceitful.

Insight can reveal how best to influence someone or uncover their loves, goals, and troubles.

If the target is trying to conceal certain things, it is harder to uncover those things (situational modifier). The target may also add their Deceive Bonus to the DC of the Insight Check to make it difficult to uncover their secrets.

Common Insight Checks
Task DC
Learn mood 10
Learn intentions 15
Learn how best to (or not to) influence 15 and up (you learn more rolling higher)
Learn loves, goals, or troubles 15 and up (you learn more rolling higher)
Situational Modifiers Addition to DC
Target is trying to hide this +Deceive Bonus OR +5
Target is well-practiced at hiding this +Deceive Bonus +5 OR +10

Passive Insight = 10 + Insight Bonus

Passive Insight determines what the DM will tell you without making Checks (this can be affected by situational modifiers). When making an Insight Check, if the total is lower than your Passive Insight, you treat the result as if it was your Passive Insight.

It is often easier to succeed on an Insight Check you make on an individual you’ve observed for some time or know well. (situational modifier)

Insight is also used to see through a disguise. (see Deceive)

Insight can be used on animals, but this is generally much more difficult than when used on people and less information can be gained. For instance, you may be able to determine an animal’s mood with a DC: 20 Check, and its intentions with DC: 30 Check, but not its values. (These things are more easily accomplished with the Handle Animal Skill)

Charisma Skills: General Rules

Oftentimes, multiple Charisma Skills can be used to do similar things, so this section applies to all Charisma Skills.

The main ways of persuading people to do something is through the following Skills:
◇ Inspire – for appeals to positive emotion
◇ Discourage – for appeals to negative emotion
◇ Reason – for appeals to logic

When using other Skills besides these three to get people to do something, it is generally more difficult.

The following table shows how difficult it might be to convince a stubborn and suspicious merchant to let you ride in his cart to the next town:

Example: Convince of Favor
Skill Used DC
Inspire 15
Reason 10
Discourage 10
Intimidate 15
Bribe +1 per 10gp
Note: This is only one of many possibilities.

It is important to remember that each individual is different and may be more susceptible to one type of persuasion than someone else. Following is a table for the same scenario, except this time the merchant has a body guard, is desperate for cash, is and considers themselves very no-nonsense and cost-benefit oriented:

Example 2: Convince of Favor
Skill Used DC
Inspire 20
Reason 10
Discourage 15
Intimidate 25
Bribe +1 per 5gp
Note: This is only one of many possibilities.

There are often more detailed nuances involved in influencing others, which are reflected with situational modifiers. For instance, the merchant could be very susceptible to flattery in which case when you try flattering him (which would most likely use Inspire), you may get a situational bonus of +5 or +10.

Now let’s say the you convince the merchant to let you hitch a ride. Once you get to the next town, you could try to persuade the merchant to provide you with a place to stay and some food and drink. In this case, your probability of success would be largely contingent on the merchant’s perception of you during the ride there. If you intimidated the merchant into giving you a ride, they would likely be very resistant to helping you further. If you struck up a conversation on the way and the merchant enjoyed your company, he may be happy to provide for you for a night. (To determine how the merchant feels about you after the ride without role-playing it out, the GM may have you Roll several different Charisma-based Checks such as Inspire, Reason, Discourage, Deceive, and Social Sense.)

GM Note: Don't get too hung up on the numbers. Reward good role-playing with situational modifiers and allow your players to use the Charisma Skill they think best reflects their character's argument (within reason).

Clarification Note: Reason, Inspire, and Discourage checks become more difficult when dealing with low-intelligence creatures (say, 5 or lower). In fact, against no/low sentience creatures (animals), these skills are no longer effective.

Reason (Cha)

Your skill at logical thinking and ability to convince someone to do something by reasoning with them.

Reason is the primary Skill used in formal debating. It is often the best way to convince highly intelligent or cautious people to do something.

Some things you can make a Reason Check to do…
◇ Make a convincing argument
◇ Persuade a civilian to help you because it is in their best interest
◇ Convince a guard to take a bribe
◇ Point out a flaw or inconsistency in someone's logic

Inspire (Cha)

Your ability to make people feel happiness, self-importance, excitement, and generally positive emotions.

High Inspire Checks will move hearts and make people want to act!

Performing

Inspire also acts as a perform Check. It will help you make an impactful performance, whether with a musical instrument to move a crowd, an epic poem to impress the nobility, or a theater performance to make some coin. This skill determines the performance aspect of these things, not if you have musical talent or acting skill (which is determined by your Knowledge Proficiencies).

The Discourage Skill could also be used to determine the quality of a performance depending on how you are trying to influence the audience.

Some things you can make an Inspire Check to do…
◇ Convince a civilian to support your noble cause
◇ Encourage a shy boy to stand up for themselves
◇ Give a rousing speech that excites the crowd

Discourage (Cha)

Your ability to make people feel guilt, sadness, sympathy, anger, and generally negative emotions.

High Discourage Checks will dampen spirits or make tempers flare!

Some things you can make a Discourage Check to do…
◇ Make a sad story you tell particularly depressing
◇ Cleverly insult your enemy to annoy and infuriate them
◇ Make someone feel sorry for or pity you
◇ Reveal to someone their inadequacies and shortcomings
◇ Get someone do something by telling them they can't

GM Note: A character who can use both Discourage and Inspire can be quite powerful. They can make someone feel worthless before giving them affirmation in order to earn their admiration. They can make a crowd ashamed before showing them the path to rectify their mistakes. GMs should be aware that using two Charisma Skills is more powerful than one!

Intimidate (Cha)

Your ability to browbeat someone to do what you want and to frighten your opponents.

Intimidation is a Charisma based skill because there are times when all it takes are a few well-placed words to make someone feel scared. However, there are also times when throwing a table across the room is intimidating, but has nothing to do with your Charisma. Thus, if appropriate, you can use your Halved Strength Modifier instead of Halved Charisma Modifier when making an Intimidate Check.

Intimidate tends to be very likely to give situational modifiers. Drawing a weapon on a defenseless creature or physically harming the target can greatly improve your odds of success compared to a passive intimidation. However, the target will also probably hate you more, the more aggressive your intimidation.

You can attempt to intimidate a creature as a part of any action. However, to give the creature a disadvantage in combat, you must use 3 Energy as an Immediate Interrupt or 2 Energy as a part of another, possibly intimidating, action to target a single creature. That creature makes a Will roll with a DC of your Intimidate Check -5 per Tier. If they fail, they are Shaken until the end of the Round.

If you try to Intimidate a creature and fail, they cannot be Intimidated by you for the rest of the Round. Additionally, they have Advantage on any Will rolls to avoid your Intimidation until your next or their next Short Rest or until you manage to successfully Intimidate them.

GM Note: The GM may have you make Intimidate Checks for free during combat to determine how frightening you are, but these Checks should either be very rare or function not make enemies Shaken.

Imagery Note: A failed Intimidate Check doesn’t mean the target isn’t scared (they can still be very afraid and act accordingly). It simply means they didn’t do what the Intimidator wanted and/or they don’t receive any combat disadvantages for being intimidated.

Deceive (Cha)

Your ability to tell a convincing lie, hide your thoughts and feelings from others, and act convincingly like someone you are impersonating.

You make a Deceive Check when you are actively deceiving (lying, avoiding the truth, or in disguise). Your Deceive Bonus can also help you defend against Insight Checks (see Insight).

The DC of a Deceive Check is the Insight Checks of all the people who are paying attention to you (The DM may decide to use Passive Insight instead of a Check).

Deceive Check Situational Modifiers
Situation  DC 
You are avoiding telling the entire truth, but don’t say a direct lie (and everything you say is believable) -5
What you are saying is far-fetched or would cause skepticism +5
What you are saying is logically absurd or impossible +10
Note: The DC column modifies the listener’s Insight Check.

If your Deceive Check is higher than the contesting Insight Check, then the Deceive Check succeeds (meaning the person believes you are telling the truth). Otherwise it fails and they think you are lying (or think you are not who you appear to be).

Deceive Checks are typically made once per conversation, if it is short. In the case of long term deceit such as a disguise, a Deceive Check is made every hour that someone is paying attention to the deceiver. Once the same person has been deceived by the same thing three consecutive times, Deceive checks are no longer necessary to actively deceive them. This is assuming there is no event that calls into question the truthfulness of the deceiver. For every such event, another Deceive Check and corresponding Insight Checks should be made.

Social Sense (Cha)

Your skill at navigating through a city, gathering information, and adapting to different social environments as well as your general social competence.

With high Social Sense, you adapt quickly to the customs of different groups of people, changing your mannerisms to make you more favorable in the eyes of those within the group. This allows you to quickly gather rapport and build trust with others. You are also less likely to make a social blunder.

You may make a Social Sense Check to figure out the customs or expectations of others through careful observation and intuition.

You may make a Social Sense Check to navigate through a city or town, to quickly find a certain location in an urban setting, and to gather information from the locals.

Common Social Sense Checks
Task DC
Find what you are looking for in a city/town 5 and up
Gather information from the locals 10 and up
Move quickly through a crowd 10-20
Avoid getting lost in an urban setting 10-25
Discover customs or expectations through observation 10-30

You may use Social Sense to emulate the mannerisms of any social group such as poor farmers, foreign dignitaries, or cult followers. In this case, a Social Sense Check may be made in place of a Deceive Check.

Social Sense may be used instead of Insight when trying to learn someone’s mood, or how best to influence them.

The GM may warn you against certain actions (with negative social repercussions) if this skill is high enough.

The GM may allow you to roll a Social Sense Check for advice on what to say or do in a certain social situation.

Handle Animal (Cha)

Your ability to communicate with animals, improve their attitude, and train them.

The way an animal feels towards something/someone is categorized into the following Attitudes that animals have:
Attacking: The animal is in the act of attacking the target.
Hostile: The animal hates the target and may attack it if it feels it can safely do so.
Unfriendly: The animal is warry of the target and doesn’t trust it. Attempts to interact with the target have a chance of turning it hostile.
Indifferent: The animal doesn’t have a good or bad opinion of the target. It may be curious about the target, or simply ignore it.
Friendly: The animal is willing to interact with the target and may cooperate with it. However, the animal doesn’t have a strong bond with the target and would still place its own inclinations over the well-being of the target, meaning you can’t expect a friendly creature to protect you from harm or not steel your food.
Helpful: The animal cares about the target, and wants it to stay safe. The animal may go to great lengths to help the target or protect it.
Handle Animal DC for Changing an Animal’s Attitude
Attacking Hostile Unfriendly Indifferent Friendly Helpful
Attacking - 35 - - - -
Hostile <10 - 25 - - -
Unfriendly <10 - 15 30 -
Indifferent - - <10 - 20 35
Friendly - - - <10 - 25
⤴ Starting attitude to the left.

The attitude change produced with a Handle Animal Check lasts at least until the end of the next Round or until the animal is influenced by someone/something else. It is up to the DM to determine if the animal’s disposition lends itself to staying Friendly or Helpful to you for an extended period of time. An animal is unlikely to go from Indifferent to Unfriendly without being influenced negatively towards you.

Rolling a natural 1 on a Handle Animal Check to try to improve the attitude of an animal reduces the Attitude of the creature by one level.

Most Handle Animal Checks are made using 3 Energy and can be attempted again after a failed attempt.

Situational Modifiers for Handle Animal Checks
Situation  DC 
Using something the animal likes to influence it (food, toy, petting, etc) -5
Using the same approach as a previous failed attempt +5
For every Intelligence point above 3 +5

Some animals are instinctively stubborn or instinctively willing to be influenced whether because of their born nature, their past, or their current situation and DMs should take this into account.

You can also use Handle Animal to teach a creature tricks and give it commands. (specific rules still to come)

Knowledge*

The knowledge you’ve accumulated during your life, unique talents, and occupational skills.

Knowledge Skills (or Knowledges) work differently from other Skills. You have multiple Knowledge Skills and each one is chosen by you, based on your character’s backstory and unique skills. At level 1, every character gains 3 Knowledge Proficiencies for free (plus at least 2 more from Themes). You also gain an additional Knowledges equal to 1/3 your Intelligence Modifier, but don’t lose any Knowledges if this is negative.

Knowledge Skills are distinct from other Skills. They are not associated with an Ability Score and have unique rules.

Each Knowledge can have up to 3 tiers with each tier getting progressively narrower. For instance, you could have a Knowledge that looked like this: Religion ➔ The Atlean Pantheon ➔ Pelor. When rolling for something that is second-tier (The Atlean Pantheon), you may roll twice and use the better result. When rolling for something that is third tier (Pelor), you may roll three times and use the better result. This tiered nature of Knowledge Skills represents how people tend to specialize in one area but still have some knowledge of related fields.

If you ever gain Advantage on a Knowledge Check, you roll the die one additional time and choose to use that result instead. With Disadvantage, you roll one less time (unless it is your most broad area, in which case Disadvantage works normally).

The GM can approve or disapprove different Knowledges.

When you become Proficient in a Knowledge Skill for the first time, you don’t gain a bonus to it, you simply are able to roll that Knowledge. Without Proficiency in a Knowledge, you cannot initiate a roll based on it. The GM may still let you roll, but with a penalty to the Check. For each additional Proficiency you gain in a Knowledge Skill, you gain +5 to the Skill, up to +10 (with triple Proficiency in a Knowledge).

When trying to determine if you know something with a Knowledge Check, the following are the guidelines for the DC: Basic knowledge is DC: 10, uncommon knowledge is DC: 15, niche knowledge is DC: 20, and obscure knowledge is DC: 25, and hidden knowledge is DC: 30.

When trying to determine how well you craft an item, the following are the guidelines for the DC: Barely passable is DC: 10, decent quality is DC: 15, above average is DC: 20, expert quality is DC: 25, and masterwork is DC: 30.

When trying to determine how well you perform, such as performing a piece of music, the following are the guidelines for the DC: Some noticeable mistakes is DC: 10, only a few mistakes is DC: 15, no noticeable mistakes is DC: 20, expert performance is DC: 25, and awe-inspiring performance is DC: 30.

Knowledge Check DC Guidelines
DC What you know How well you create How well you perform
10 Basic knowledge Barely passable Some noticeable mistakes
15 Uncommon knowledge Decent quality Only a few mistakes
20 Niche knowledge Above average No noticeable mistakes
25 Obscure knowledge Expert quality Expert performance
30 Hidden knowledge Masterwork Awe-inspiring performance

Your character is assumed to have very basic knowledge aside from their Knowledge Skills, such as knowledge of their body, and thus their race and knowledge of their personal life and family. They also may be knowledgeable about the basics of other Skills they are Proficient in (knowledge of how to tread lightly if Proficient in Stealth, or knowledge of how to observe people Proficient in Insight) and the basics of Spell Proficiencies they have (knowledge of potion recipes if Proficient in Potions, or knowledge of types of wood if Proficient in Wood magic).

Walkthrough on creating your character’s Knowledges:

Let’s say you are creating a character who used to be a soldier.

This means they would have learned certain martial techniques. You decide since your character fought in the Galerin army, they would learn their style of fighting.

Army Life ➔ Combat Tactics ➔ Galerin Martial Fighting

Since your character went on several campaigns, they have traveled a lot and learned how to survive in the southern Atlean wilderness.

Survival in Nature ➔ Camping ➔ Southern Atlean Wilderness

One of your largest and most memorable campaigns was against the kingdom of Zyros.

The Kingdom of Zyros ➔ Zyros History ➔ Zyros Military

Towards the end of your service, your leg was injured so you took some time off fighting to help the army make weapons. Eventually, you learned how to smith weapons yourself.

Smithing ➔ Weapon Smithing ➔ Sword Smithing

Knowledge Skill Example List:

◇ Geography ➔ Mountains ➔ Volcanoes
◇ Survival in Nature ➔ Swamps and Marshes ➔ The Elgimore Marshlands
◇ The Feywild ➔ Feywild Monsters ➔ Owlbears
◇ Monsters ➔ Feywild Monsters ➔ Displacer Beasts
◇ Plants and Vegetation ➔ Atlean Plants ➔ Arglarond Plants
◇ Plants and Vegetation ➔ Forests ➔ The Moonwater Forest
◇ The Underdark ➔ Caves ➔ Spelunking
◇ Dragons ➔ Evil Dragons ➔ Tiamat
◇ Planar Cosmology ➔ Astronomy ➔ Astrology
◇ The Elemental Planes ➔ The Plane of Earth ➔ Pech
◇ Underworld Life ➔ Thieves’ Code ➔ Thieves Guild of Arglarond
◇ Underworld Life ➔ Prostitution ➔ Prostitution in Lureur
◇ Current World Events ➔ Current Events of the Stalks Region ➔ Current Events of the City of Capsis
◇ Military and Political History ➔ Wars of Atlea ➔ Military history of Efferos
◇ Magic Items ➔ Powerful Artifacts ➔ Ancient Magic Artifacts
◇ Nobility and Politics ➔ Arglarond Politics ➔ Greendale City Politics
◇ Books and Libraries ➔ Functional Library Knowledge ➔ Book Sorting Systems
◇ Devils and Demons ➔ The Nine Layers of Hell ➔ The Demon Lord Baraatus
◇ Dal-Quor ➔ Dal-Quor creatures ➔ Kalashtar
◇ Smithing ➔ Armor Smithing ➔ Heavy Armor Smithing
◇ Creative Writing ➔ Book Making ➔ Calligraphy
◇ Woodworking ➔ Whittling ➔ Furniture Making
◇ Pottery ➔ Beautiful Glazing ➔ Making Ceramic Bowls
◇ Trap-making ➔ Hunting Snares ➔ Pit-Falls
◇ Cooking ➔ Baking ➔ Cake-Making
◇ Farmer ➔ Raising Livestock ➔ Millet
◇ Sailing ➔ Small Sail-Boats ➔ Fishing
◇ Caves ➔ Mining ➔ Coal
◇ Acting ➔ Comedy Acting ➔ Pantomiming
◇ Speaking and Lecturing ➔ Public Speaking ➔ Delivering Passionate Speeches
◇ Dancing ➔ Swing Dancing ➔ Tango Dancing
◇ Musical Instruments ➔ Wind Instruments ➔ Flute
◇ Singing ➔ DJ & Mixing ➔ Rapping

Languages

Every character has a list of languages that they understand.

At Level 1, each character gains 1 language for free. There are many ways of learning new languages such as spending Background Points or gaining Feats or Themes.