Skills
Skills are what a character is good at, from climbing to reading people. Each skill uses one ability, and training in it adds the proficiency bonus.
- For everyone
How to use it
- Choose skills in the character creator from the class list, plus any the species gives.
- When a check is needed, the app picks the right bonus and the player rolls.
Step by step
- The GM asks for a check, or an action such as a search needs one.
- The app shows the skill, its bonus and, when the GM set one, the DC.
- The player rolls the d20.
- The app adds the bonus and compares the total with the DC.
The 18 Skills
- Strength: Athletics.
- Dexterity: Acrobatics, Sleight of Hand, Stealth.
- Intelligence: Arcana, History, Investigation, Nature, Religion.
- Wisdom: Animal Handling, Insight, Medicine, Perception, Survival.
- Charisma: Deception, Intimidation, Performance, Persuasion.
- Constitution has no skills; it is used for checks and saves on its own.
Trained Skills Rules Detail
- A skill bonus is the ability modifier, plus the proficiency bonus when the character is trained in it.
- Training comes from the class (Fighter, Cleric and Mage choose two, Rogue four), from the species (Elves: Perception) and from a Human's extra skill.
Making a Check
- An ability check is a d20 plus a skill bonus, or plus an ability modifier when no skill fits.
- Meet or beat the DC to succeed.
- The GM can ask anyone for a check at any time. Searches, locks and traps ask for their own checks.
- Searches use Investigation unless the object names another check. Haggling uses Persuasion; forcing a lock, Athletics.
Private Results
- What a character notices, senses or recalls is theirs: results of Perception, Insight, Investigation, Arcana, History, Nature, Religion, Survival and Medicine checks go to that player and the GM only.
- The player decides what to share with the others.
From the ruleset data
All skills
| Skill | Ability | Used for |
|---|---|---|
| Acrobatics | Dexterity | Balance, tumbling, staying on your feet. |
| Animal Handling | Wisdom | Calming and guiding animals. |
| Arcana | Intelligence | Knowing about magic and magical things. |
| Athletics | Strength | Climbing, jumping, swimming, grappling. |
| Deception | Charisma | Lying convincingly. |
| History | Intelligence | Remembering events, places and legends. |
| Insight | Wisdom | Telling what someone really means. |
| Intimidation | Charisma | Getting your way through threats. |
| Investigation | Intelligence | Searching for clues and working things out. |
| Medicine | Wisdom | Treating wounds and illness. |
| Nature | Intelligence | Plants, animals, weather and terrain. |
| Perception | Wisdom | Noticing things: hidden doors, ambushes, voices. |
| Performance | Charisma | Music, acting and storytelling. |
| Persuasion | Charisma | Convincing people honestly. |
| Religion | Intelligence | Gods, rites and holy symbols. |
| Sleight of Hand | Dexterity | Picking pockets and palming things. |
| Stealth | Dexterity | Moving without being seen or heard. |
| Survival | Wisdom | Tracking, hunting and finding your way. |
Important rules
- Skill bonus = ability modifier + proficiency bonus when trained.
- Meet or beat the DC to succeed.
Common questions
Can I try a skill I'm not trained in?
Yes. You just don't add the proficiency bonus.
Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)