Class Skills Overview

Class Skills represent specialized expertise unique to a character’s profession. Unlike General Skills, which represent common knowledge, Class Skills are specialized disciplines that must be taught by a mentor or institution.

  • Martial Skills: Weapon Mastery, Tactics, and Martial Arts used by Fighters and Mystics.
  • Guild Skills: Guild-sanctioned abilities like picking locks or hiding in shadows.
  • Prayers & Motes: Divine invocations (Clerics/Druids) or arcane manipulations (Magic-Users).
  • Racial Skills: Innate talents unique to Demi-humans, such as Elven Perceptions or Dwarvish Engineering.

Learning & Improvement #

The mastery of Class Skills is governed by strict training protocols:

  1. Mandatory Instruction: Class Skills cannot be self-taught. Learning requires a teacher and carries a risk of failure. This usually necessitates membership in a Guild, School, Church, or Brotherhood.
  2. General Skill Elevation: Certain General Skills can be permanently improved by dedicating a Class Skill slot to them. Once elevated, that skill is treated as a Class Skill and must follow all specialized training and failure rules.

Trading Skill Slots

Characters may customize their progression by exchanging their available skill slots:

  • General to Class: Any character may trade a General Skill slot to gain an additional Class Skill slot.
  • Class to General: This trade is not permitted (though some General Skills are naturally gained as side effects of Class Skill mastery).
  • Class to Combat: Spending a Class Skill slot is the only way to increase a character’s base Hit Roll (HR) or Force Rating (FR).
  • Class to Saves: Saving Throws do not scale automatically with level. Characters must expend Class Skill slots (or Racial Skill slots) to purchase improved Save values.

Cross-Class & Advanced Access #

While skills are categorized by profession, certain paths allow for overlap:

  • Universal Combat: All classes have access to Weapon Mastery and specific Combat Maneuvers, though some maneuvers remain class-restricted.
  • The Thieves’ Guild: Any class can learn a Thief Ability by trading two Class Skill slots and joining a Guild. This grants the “Basic” level; further advancement returns to a standard 1-for-1 slot cost.
    • Note: Mystics and Hin may initiate this training by trading only one slot.
  • The Divine Path: Upon reaching 9th level, Fighters may begin trading Martial Skill slots for Prayers, representing their transition into Paladins, Avengers, or Holy Knights.

Skill & Rank Classifications #

Skill Categories

Skill TypeIncludes
Martial SkillsWeapon Mastery, Combat Manuevers, Martial Arts
Guild SkillsThief Abilities, Assassin Skills, Bard Abilities, Rake Abilities, Merchant Abilities
Prayers & MotesSkill Masteries, Spell Masteries, Turning Undead, and special class-based abilities
Racial SkillsDwarvish Engineering, Elven Perceptions, Hin Hiding, and special race-based abilities

Demi-human Class Skills

RankDwarf/Hin TitleElf Title
BSVeteranVeteran
SKWeapon MasterConjurer
EXHeroEnchanter
MSChampionSorcerer
GMDwarven Lord / SheriffWizard-Lord / Lady

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Updated on February 19, 2026