General Skills represent a character’s specific abilities and training, making each character unique and useful in different situations.
Beginning Skills:
All 1st-level characters start with four skill slots. Characters with high Intelligence receive bonus slots:
- INT 13-15: +1 slot
- INT 16-17: +2 slots
- INT 18: +3 slots
Players can choose how to fill these slots, or the Dungeon Master (DM) may require certain skills based on a character’s background.
How Skills Are Used:
Each skill is tied to one of the six ability scores. To use a skill, a player makes a skill roll (or skill check) by rolling 1d20. If the result is equal to or less than the corresponding ability score, the check succeeds. A roll of 20 always fails.
- Example: A character with a Dexterity of 15 attempts a Riding skill check. They must roll 15 or lower on a d20 to succeed.
Improving and Learning Skills
Improving Skills:
You can spend multiple skill slots on the same skill to improve it. Each additional slot beyond the first grants a +1 bonus to your skill roll, effectively increasing the target number you need to roll against.
- Example: A character with Charisma 12 and the Leadership skill spends three slots on it. The first slot grants the skill, and the next two grant a +2 bonus, so they make checks against 14 instead of 12.
The Path of Mastery: Improving Skills Through Use
Beyond spending available slots, a character can improve their General Skills through sheer repetition and field experience. This “Consistent Use” track allows for gradual mastery outside of standard level-up bonuses.
1. Capacity for Growth
Not every skill can be mastered at once. The number of skills a character can track via “Consistent Use” is limited by their Intelligence (INT) Bonus.
Example: A character with a +2 INT Bonus can track two different skills using this method simultaneously.
2. Commencing the Track
With DM approval—after a period of frequent or clever use of a skill—the player rolls 1d100 (percentile). This number is recorded next to the chosen skill on the character sheet.
3. The Level-Up Breakthrough
When the character gains a new level and earns a General Skill Slot:
- Roll Again: The player rolls a second 1d100.
- Total the Percentiles: Add the new roll to the existing number recorded next to the skill.
- The Increase: If the total meets or exceeds 100%, the General Skill increases by 1 point.
4. Resetting the Clock
- No Carry-Over: Once a skill point is earned, the percentile total resets to zero.
- Pivoting: Upon reaching a breakthrough (or with DM consent), the character may choose to stop tracking that skill and begin the process with a different General Skill.
Archivist Note for the Forge
This method represents the “grind” of the adventuring life. It is not a shortcut, but a reflection of a hero’s dedication to their craft. DMs should only allow the initial percentile roll if the skill was used significantly during the previous level.
Learning More Skills:
Characters gain a new skill slot every four experience levels (e.g., at levels 5, 9, 13, etc.). To learn a new skill, you simply need an empty skill slot and a teacher (NPCs are often assumed to be available). No roll is required to learn a skill.
Sample Skills
Below is a list of skills grouped by their associated ability score. The DM has final authority to add skills to this list and assign their associated ability.
Strength: Intimidation, Muscle, Wrestling
Intelligence: Alchemy, Alternate Magics, Art (INT), Artillery, Craft, Disguise, Engineering, Fire-Building, Healing, Hunting, Knowledge, Labor, Language, Lip Reading, Magical Engineering, Cartography, Military Tactics, Mimicry, Nature Lore, Navigation, Planar Geography, Profession, Science, Shipbuilding, Signaling, Snares, Survival, Tracking, Veterinary Healing
Wisdom: Animal Training, Art (INT), Bravery, Caving, Ceremony, Danger Sense, Detect Deception, Gambling, Law and Justice, Mysticism
Dexterity: Acrobatics, Alertness, Blind Shooting, Cheating, Escape, Mountaineering, Piloting, Quick Draw, Riding, Stealth
Constitution: Endurance, Food Tasting
Charisma: Acting, Bargaining, Deception, Leadership, Music, Persuasion, Singing, Storytelling
DM Notes on Skills
DM Responsibilities:
The DM is responsible for ensuring skills are used appropriately, rewarding clever use, and preventing abuse. Rolls should only be requested at critical points in a situation, not repeatedly for the same task.
Modifiers:
The DM may apply positive or negative modifiers to a skill roll based on circumstances:
- Minor difficulty: +1 to +2 penalty.
- Significant difficulty: +3 to +4 penalty.
- Extreme difficulty (e.g., blinded): +5 or higher penalty.
- Favorable conditions (e.g., ample time, proper tools): Can grant bonuses.
