6 Skills
At 1st level, a character begins with 3 skill points. After that, they gain 1 additional skill point per level, which can be spent on any skill—as long as the skill’s level doesn’t exceed the character’s level.
To use a skill, make a skill check:
Roll 1d20 + your skill modifier.
If the result meets or beats the Difficulty Class (DC) or the result of an opposed roll, the action succeeds. The harder the task, the higher the DC.
Your skill modifier includes:
Skill ranks (how trained you are)
Relevant ability score modifier (like Strength or Intelligence)
Any bonuses (racial, feats, tools, etc.)
Armor penalties, if applicable
High rolls mean better results. In most cases, a natural 20 is an automatic success, and a natural 1 is an automatic failure—only the final result matters.
The Skill Check Difficulty Challenge (DC)
Some skills have DC targets assigned. These targets can me modified to fit the circumstance by either changing the DC number itself or providing a bonus or penalty to the characters roll.
There will be times when a player character tries to do something in the game that seems to have no rule covering it. In some of those cases, the GM will assign a Difficulty Challenge (DC) number from 1 to 20.
The player rolls 1d20 and adds their Ability Bonus for the score the GM thinks is most appropriate, as well as any situational bonus or penalty the GM assigns. The resulting number must equal or be greater than the DC number.
Percentile% (2d10) | (1d6) | (1d20) | Description |
---|---|---|---|
85% | 1-5 | DC 3 | Very Easy |
70% | 1-4 | DC 6 | Easy |
50% | 1-3 | DC 10 | Normal |
35% | 1-2 | DC 13 | Hard |
15% | 1-1 | DC 15 | Very Hard |
5% | - | DC 20 | Extremely Difficult |
When the player performs a skill action, they roll d20, modified by the ability score of the skill and the number of ranks in the skill. The roll must be greater than or equal to the Skill Check Difficulty Challenge (DC) that the GM assigns.
Adjusted DC
Give the skilled user a +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character or possessing unusually accurate information.
Give the skilled user a -2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or having misleading information.
Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience or doing work that can be subpar.
Increase the DC by 2 to represent circumstances that make the task harder, such as having an uncooperative audience or doing work that must be flawless.
Opposed Skill Check
An opposed check is a check whose success or failure is determined by comparing the Skill check result to another character’s Skill check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie.
Example Opposed Checks Task | Skill (Key Ability) | Opposing Skill (Key Ability) |
---|---|---|
Con someone | Bluff (Cha) | Sense Motive (Wis) |
Pretend to be someone else | Disguise (Cha) | Spot (Wis) |
Create a false map | Forgery (Int) | Investigation - Int |
Hide from someone | Hide (Dex) | Spot (Wis) |
Make a bully back down | Intimidate (Cha) | Special1 |
Sneak up on someone | Move Silently (Dex) | Listen (Wis) |
Steal a coin pouch | Sleight of Hand (Dex) | Spot (Wis) |
Tie a prisoner securely | Use Rope (Dex) | Escape Artist (Dex) |
Trying Again
In some cases, a character can try a skill check again. Some skills, however, have consequences of failure. A few skills are virtually useless once a check has failed. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.
Untrained Skill Checks
Generally, if a character attempts to use an unranked skill they do not possess, they make a skill check as normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check.
Skills
6.0.1 Alchemy - Int
The character understands chemistry, potions and the elements of nature and can identify properties. Alchemy requires a successful check against a Hard Target (DC 13).
6.0.2 Animal Handling – Cha
This task involves commanding a domesticated animal to perform a task or trick that it knows (DC 10). If the animal is wounded or frightened, the target DC check gets a - 2. If the character check succeeds, the animal performs the task or trick.
“Push” an Animal. To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing (DC 15). This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded, the DC increases by + 2. If the character’s DC check succeeds, the animal performs the task or trick on its next action.
Teach an Animal a Trick. The character can teach an animal a specific trick with one week of work and a successful Handle Animal check against a Very Hard Target (DC 15). An animal can learn a maximum of six tricks. Possible tricks include, but are not necessarily limited to, the following.
Attack: The animal attacks apparent enemies.
Come: The animal comes to the character, even if it normally would not do so.
Defend: The animal defends the character (or is ready to defend the character if no threat is present), even without any command being given. Alternatively, the character can command the animal to defend a specific other character.
Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee, or its opponent is defeated.
Fetch: The animal goes and gets something. If the character does not point out a specific item, the animal fetches some random object.
Guard: The animal stays in place and prevents others from approaching.
Heel: The animal follows the character closely, even to places where it normally wouldn’t go.
Perform: The animal performs a variety of simple tricks, such as sitting up, rolling over, barking, etc.
Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay: The animal stays in place, waiting for the character to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track: The animal tracks the scent presented to it.
Work: The animal pulls or pushes a medium or heavy load.
6.0.3 Appraise – Int
The character can appraise common or well-known objects with an Appraise check against a Normal Target (DC 10). Failure means that the character estimates the value at 50% to 150% (2d6+3 times 10%,) of its actual value.
Appraising a rare or exotic item requires a successful check against a Very Hard Target (DC 15). If the check is successful, the character estimates the value correctly; failure means the character cannot estimate the item’s value.
6.0.4 Balance – Dex
The character can walk on a precarious surface. Balance requires a successful check against a Very Hard Target (DC 15). A successful check allows the character move at half the character speed along the surface for 1 round. A failure by 4 or less means the character can’t move for 1 round. A failure by 5 or more means the character falls.
6.0.5 Bluff – Cha
A successful Bluff check indicates that the target reacts as the character wish, at least for a short time (usually 1 round or less) or believes something that the character wants it to believe. A bluff requires interaction between the character and the target. Creatures unaware of the character cannot be bluffed. Bluff requires a successful check against a Very Hard Target (DC 15).
6.0.6 Brawling/Grappling – Str or Dex
The character gets a bonus on an opposed Grapple check.
6.0.7 Climb – Str
The character gets a bonus when climbing. Climbing requires a successful check against a Normal/Hard Target (DC 12).
6.0.8 Craft – Int
A Craft skill is specifically focused on a single type of craft, e.g., armorer, bowyer, glass blower, leatherworker, potter, shipbuilder, silversmith, wheelwright, and weaver creating and/or repairing something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill rather than Craft.
Craft requires a successful check against a Very Hard Target (DC 15).
With enough slots, a character would be considered a “Master Craftsmen” with this skill. Time and proper materials are required to be present to succeed.
6.0.9 Decipher– Int
The character can decipher writing in an unfamiliar language, or a message written in an incomplete or archaic form. This includes intricate, exotic, or very old writing.
Decipher requires a successful check against an Extremely Difficult Target (DC 19). If the check succeeds, the character understands the general content of a piece of writing about one page long (or the equivalent). If the check fails, another check should be made to see if the character avoids drawing a false conclusion about the text. (Success means that the character does not draw a false conclusion; failure means that the character does.)
6.0.10 Diplomacy – Cha
The character can change the attitudes of others with a successful Diplomacy check. In negotiations, the GM adds the number of skill points in the character's diplomacy skill to the Reaction roll on the Reaction Roll table. More than one roll may be required for checks to resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
6.0.11 Disguise – Cha
This is the ability to change the character's appearance or impersonate another character. The character's Disguise check result determines how good the disguise is. The target number of the check is r against a Very Hard Target (DC 15), but this should be modified by the situation.
If the character doesn’t draw any attention to the character self, the GM may grant up to a +5 to the checks. If the character come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), a -5 may be appropriate to apply to the check.
6.0.12 Endurance – Con
The character can perform tiring tasks for long periods of time. Endurance requires a successful check against a Very Hard Target (DC 15). Each successful check allows the character to perform the task for one hour. Another check must be made every hour with a -1 cumulative penalty to the roll.
When the character has completed the task or fails the check, they collapse and must rest for three times the amount of time used performing the task.
6.0.13 Engineering – Int
The character understands buildings, aqueducts, bridges, fortifications, etc. Engineering requires a successful check against a Hard Target (DC 15).
6.0.14 Escape Artist – Dex
The character with the Escape Artist skill has the uncanny ability to get loose from ropes when tied up. Escape Artist requires a successful check against a Hard Target (DC 15).
6.0.15 Forgery – Int
The character is adept at faking documents or to detecting forgeries that others try to pass off. To forge documents and detect them, the character must be able to read and write the required language.
Making a forgery requires writing materials appropriate to the document being forged, sufficient visual acuity to see details, wax for seals (if appropriate), and about 1 minute for a very short and simple document. A longer or more complex document takes 1d4 minutes per page.
To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like), the character need only to have seen a similar document before, and the character gains a +4 bonus on the character check. To forge a signature, the character needs an autograph of that person.
Forgery requires a successful check against a Very Hard Target (DC 15). The GM makes the Forgery check secretly, so that the character is not sure how good the character forgery is.
A document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the document can increase that character’s suspicion (and thus create favorable circumstances for the checker’s opposing Forgery check).
6.0.16 Geography – Int
The character has knowledge of the lands, features, inhabitants, and phenomena of OnceWas. Geography requires a successful check against a Hard Target (DC 13).
6.0.17 Heal – Wis
The character understands how to give first aid. When a character falls below zero hit points, but not below -10, another character with the heal skill can attempt first-aid to save the life of the dying character. A Heal skill check is against a Normal Target (DC 10), if successful, will stabilize the dying character and add 1 hp.
The character must spend one week in bed rest to restore the first hit point; after this, healing proceeds that the normal rate.
6.0.18 History – Int
The character understands the history of OnceWas - royalty, wars, colonies, migrations, founding of cities. History requires a successful check against a Hard Target (DC 13).
6.0.19 Hunting – Wis
The character has a bonus to fish or hunt. Hunting requires a successful check against a Hard Target (DC 13).
6.0.20 Inside Knowledge (rumors around town) – Cha
The character is knowledgeable of events in their hometown or city. An evening’s time, a few gold pieces for buying drinks and making new friends, and a Knowledge (rumors around town) check get the character a general idea of a city’s major news items, assuming there are no obvious reasons why the information would be withheld. The higher the character check result, the better the information. Inside Knowledge requires a successful check against a Hard Target (DC 13).
6.0.21 Intimidate – Cha or Str
The character can change another’s behavior. Intimidate requires a successful check against a Medium Target (DC 10). If the character makes the character skill check result, the character may treat the target as very favorable, but only for the purpose of actions taken while it remains intimidated. That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on the character's behalf while intimidated.
The effect lasts as long as the target remains in the character presence, and for 1d6 turns afterward. After this time, the target’s default attitude toward the character shifts to unfavorable (or, if normally unfavorable, to immediate attack).
6.0.22 Investigation - Int
This skill is used if the character is looking for something that is not in plain sight and the character is using the character intelligence to make connections and deductions to uncover these hidden secrets. Whatever it is the character is looking for is not easily discerned by the character's senses; therefore, the character needs to rely on the character's brains to find it.
Investigation involves relying on the character studies, street smarts, or other knowledge to find the clues, object, or information that the character is looking for.
Each rank of Investigation adds +1 to Checking for Traps. Investigation requires a successful check against a Very Hard Target (DC 15)
6.0.23 Jump – Str
Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, the character attains a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped in feet.
High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.
6.0.24 Labor – Con
The character is very accomplished at a particular type of manual labor (type of manual labor, e.g., bricklayer, carpenter, farmer, hunter, miner, sailor). These are the types of labor that do not require large amounts of skill but do require some training. Labor requires a successful check against a Hard Target (DC 13).
6.0.25 Leadership – Cha
Leadership skill check will add +1 to each rank for Reaction roles. It can also be used to convince non-retainer NPCs to follow an order, but in this case, the NPCs will not follow the order if there is a good reason to not do so.
The use of the Leadership skill upon an NPC does not shift their attitude to unfavorable afterward.
6.0.26 Magic Lore – Int
This is knowledge from the study of Arcana and may include ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts, spells, magic items and magic effects.
Magic Lore requires a successful check against a Very Hard Target (DC 15).
6.0.27 Perception - Wis
This skill is used when the character is searching by using any or all the 5 senses the character is trying to perceive the world around the character. Perhaps the character will find what the character is looking for by passively sensing the character surroundings, or the character have an extremely keen sense that will lead the character towards the character goal.
Perception focuses on using the character's natural senses (sight, smell, hearing, touch, taste) to detect whatever it is the character is looking for.
Perception requires a successful check against a Hard Target (DC 13).
6.0.28 Perform – Cha
Perform requires a successful check against a Hard Target (DC 13). The character is proficient in one of the following:
Act (comedy, drama, mime),
Comedy (buffoonery, limericks, joke-telling),
Dance (ballet, waltz, jig),
Musical Instruments (one of bells, chimes, drums, fiddle, flute, gong, harp, harpsichord, lute, mandolin, pan pipes, piano, pipe organ, recorder, trumpet),
Oratory (epic, ode, storytelling),
Vocals (ballad, chant, melody)
6.0.29 Poison – Int
The character has knowledge of poisons, and poisonous plants and animals. Poison requires a successful check against a Very Hard Target (DC 15).
6.0.30 Profession – Wis
The character has a secondary, non-labor profession, e.g., estate management, cartography, cooking, lawyer, laymen clergy, etc. Profession requires a successful check against a Normal Target (DC 10).
The character can practice the character trade and make a decent living. The character knows how to use the tools of the character trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems.
6.0.31 Religion - Wis
Religion check measures the character's ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Religion requires a successful check against a Hard Target (DC 13).
6.0.32 Ride – Dex
The character is knowledgeable in the means of riding one type of mount. They can saddle, mount, ride, and dismount without a problem if not rushed but special actions while mounted require a skill check (e.g., guide the character mount with knees, stay in saddle to avoid falling when the character mount rears or bolts, get the character mount to leap obstacles, attempt to control a mount not trained for combat while riding in battle).
6.0.33 Rope Use – Dex
The character can tie several sophisticated knots. Rope Use requires a successful check against a Normal Target (DC 10).
6.0.34 Sail – Int
The sailing skill involves knowledge of basic terminology, rigging and navigation for boating. Sail requires a successful check against a Very Hard Target (DC 15).
6.0.35 Sense Motive – Wis
This use of the skill involves assessing the situation. Sense Motive requires a successful check against a Very Hard Target (DC 13). The character can get the feeling from another’s behavior that something is wrong, such as when the character is talking to an impostor. Alternatively, the character can get the feeling that someone is trustworthy.
6.0.36 Sleight of Hand – DEX
Whenever the character attempts an act of manual trickery, such as planting something on someone else or concealing an object on the character person, making a Sleight of Hand check against requires a Very Hard Target (DC 15).
6.0.37 Soldier – Highest Attribute
The character was enlisted to a standing national army during a recent Crusade. The character trained to use standard weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. A character with the Soldier Skill understands military tactics, troop movements, sieges, etc. Soldier requires a successful check against a Hard Target (DC 13).
The character is proficient already with a short sword, long sword, short bow and shield. Any class with this skill can use these weapons without penalty.
6.0.38 Spot – Wis
The Spot skill is used primarily to detect characters or creatures that are hiding. Typically, a Spot check is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it.
A Spot check result higher than 20 generally lets a character become aware of an invisible creature near them, though they can’t see it.
Spot is also used to detect someone in disguise, and to read lips when a character can’t hear or understand what someone is saying.
Spot Check Penalty | Condition |
---|---|
-1 | Per 10 feet of distance |
-5 | Spotter distracted |
Spot checks can also be used to read lips. To understand what someone is saying by reading lips, a character must be within 30 feet of the speaker, be able to see them speaking, and understand the speaker’s language. (This use of the skill is language dependent.) The base DC is 15, but it increases for complex speech or an inarticulate speaker. A character must maintain a line of sight to the lips being read.
If the Spot check succeeds, a character can understand the general content of a minute’s worth of speaking, but they miss certain details. If the check fails by 4 or less, a character can’t read the speaker’s lips. If the check fails by 5 or more, they draw some incorrect conclusion about the speech. The check is rolled secretly in this case, so that a character doesn’t know whether they succeeded or missed by 5.
6.0.39 Survival – Wis
The character can build shelter, start fires, and gather food in the wilderness. Survival requires a successful check against a Very Hard Target (DC 15).
6.0.40 Swim – Str
Make a Swim check against a Normal Target (DC 10) once per round while the character is in the water. Success means the character may swim at up to one-half the character speed. Swimming in armor is normally impossible.
6.0.41 Tracking – Wis
The character has a bonus to identify and follow tracks. Tracking requires a successful check against a Very Hard Target (DC 15).
6.0.42 Tumble – Dex
The character can land softly when the character falls. Tumble requires a successful check against a Very Hard Target (DC 15). The character can also tumble to entertain an audience (as though using the Perform skill). Treat a fall as if it were 10 feet shorter than it really is when determining damage.