Skills are more specific abilities that your character can learn. All characters in this game share 18 broad skills, which determine your success at most actions outside of combat, and many actions within combat. Each skill uses a proficiency check modifier dependent on an ability base (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). Certain actions may be performed by any character (trained or no), while other actions may only be performed by trained characters.

Contents


Strength Skills[edit source]

Athletics[edit source]

Athletics is used when running, jumping, climbing, swimming, or performing feats of strength. Your Athletics Proficiency is based on your Strength. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.  

Feat of Strength[edit source]

(at-will standard actionbasic skill stunt )

 

Target:

varies (Athletics vs. difficulty determined by the Game Master).

 
 |-

Effect:

Describe to the GM the action you want to perform, then make your Athletics check.

Success

You succeed at the desired action.

Failure

You do not accomplish anything noticeable.

Climb[edit source]

(at-will move actionprovoking skill stance )

 

Target:

one adjacent surface (Athletics - no difficulty number).
Handholds, a slippery surface or other circumstances may provide a modifier to this roll.

 
 |-

Effect:

You grant advantage to all enemies until the start of your next turn. Divide the check result by 5; you may climb this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your grip and fall.

Jump[edit source]

(at-will move actionbasic skill utility )

 

Target:

One destination square within a number of paces equal to your speed
(Athletics vs. 10, +5 per space that you leap over).

Special

You gain a +2 bonus to your roll for each space that you moved through this turn before making the jump, but may not abort the jump if you moved more than 3 paces.

 
 

Success

You land in the targeted square.

Failure

You may choose to jump a number of paces equal to the check result divided by 5 towards your destination space and land prone, or abort the jump. On a critical failure, you misjudge the distance and jump into the wrong space.

Sprint[edit source]

(at-will move actionbasic skill stance )

 

Target:

self (Athletics - no difficulty number).

 
 

Effect:

Move your speed and then make your Athletics check as you enter this stance. Until you end the stance, you double your base speed and gain an additional stance bonus to speed equal to the check result divided by 5, but double all armor check penalties and suffer a further -2 stance penalty to all attacks and defenses. This stance ends automatically at the end of any turn if you moved less than 4 paces during that turn. At the end of each turn that you maintain this stance, you must make an Endurance check vs. a difficulty equal to the number of paces moved, or suffer 1d4 damage from fatigue.

Break Free[edit source]

(at-will move actionbasic skill saving throw )

 

Check:

Athletics vs. restraint’s difficulty, or the original attack check value if grabbed

 
 

Success

You break the grapple or restraint.

Failure

You are still restrained.

Swim[edit source]

(at-will move actionskill basic stance )

 

Target:

one adjacent water space (Athletics - no difficulty number).
A strong current or other circumstances may provide a modifier to this roll.

 
 

Effect:

You grant advantage to all enemies until you leave the water. Divide the check result by 5; this is the number of paces that you may swim through the water as part of this move action. If your check result is less than 5, you do not move, or are swept up by the current. On a critical failure, you suffer 1d6 damage as you begin to drown.

Carry[edit source]

(at-will standard actionprovoking skill stance )

 

Target:

one object whose weight is more than 5 times your Strength score
(Athletics vs. 10, +5 if its weight is more than 10 x your Strength score).

 
 |-

Effect:

You may lift and carry the item. Your total carrying capacity is based on your Strength score; a medium humanoid may carry a total amount of gear equal to its Strength score x2 without appreciable penalties. Beyond this, you are Encumbered, suffering a -1 penalty to your Reflex and Speed, up to a maximum weight equal to your Strength score x5. Above this weight, you are slowed and grant advantage, and must make an Endurance check each turn or suffer 1d6 fatigue damage.

Expert Training Feats

Doorkicker[edit source]

(at-will standard actionexpert Athletics training)

Prerequisites:

Athletics expertise

Target:

One adjacent inanimate object (Athletics - no DC).

 
 |-

Effect:

You deal damage to the target equal to the check result.

Long Jump[edit source]

(at-will move actionexpert Athletics training)

Prerequisites:

Athletics expertise

Effect:

You make a jump check with a +10 feat bonus.

Expert Climb[edit source]

(at-will move actionexpert Athletics training)

Prerequisites:

Athletics expertise

Effect:

You make a climb check. If you succeed, you gain a climb speed equal to your speed until the end of this turn, and may climb your speed as part of this action.

Constitution Skills[edit source]

Endurance[edit source]

Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath. Your Endurance Proficiency is based on your Constitution. The Endurance skill incurs an armor check penalty if you are wearing armor or a shield.  

Stabilize[edit source]

(at-will automatic reactionbasic skill saving throw )

 

Trigger:

You begin your turn while suffering from the dying condition (Endurance vs. 10).

 
 

Success

You are no longer dying (unless you take further damage), but are still unconscious so long as you are at 0 hit points. On a critical success, you may spend one healing reserve.

Failure

You are still dying.

Shrug it Off[edit source]

(at-will automatic reactionbasic skill saving throw )

 

Trigger:

You end your turn while suffering from an effect that allows this saving throw (usually dazed, stunned, blinded, deafened, or suffering from ongoing damage)
(Endurance vs. the effect's save difficulty, one roll per condition).

Success

You take any ongoing damage, and the condition ends. On a critical success, you take no ongoing damage and the condition ends.

Failure

You take any ongoing damage and continue to suffer any of its other ongoing effects.

Maintain Concentration[edit source]

(at-will free reactionbasic skill saving throw )

 

Trigger:

You take more damage than your heal value from a single effect while in a stance (Endurance vs. 15, or 20 if bloodied).

Success

You do not break the stance.

Failure

You are forced to end the stance.

Expert Training Feats

Grit your Teeth[edit source]

(at-will automatic reactionexpert Endurance training)

Prerequisites:

Endurance expertise

Trigger:

You begin your turn while dazed, stunned or weakened.

Effect:

Make one saving throw to shrug it off. If you succeed, you are no longer dazed, stunned, or weakened.

Rub Some Dirt In It[edit source]

(at-will free reactionexpert Endurance training)

Prerequisites:

Endurance expertise

Trigger:

You begin your turn suffering from a condition that causes ongoing damage.

Effect:

Make one saving throw to shrug off all ongoing damage. If you succeed, you are no longer taking any ongoing damage, and do not take the damage at the end of this turn.

Push On[edit source]

(at-will automatic reactionexpert Endurance training)

Prerequisites:

Endurance expertise

Trigger:

You begin your turn while unconscious due to the dying condition.

Effect:

Make one saving throw to shrug it off. If you succeed, you are still dying, but are dazed instead of unconscious until the beginning of your next turn, and may stand up as part of this action.

Dexterity Skills[edit source]

Acrobatics[edit source]

Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds. Your Acrobatics Proficiency is based on your Dexterity. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.  

Escape Grapple or Restraint[edit source]

(at-will move actionbasic skill saving throw )

 

Target:

Acrobatics vs. the restraint’s difficulty, or vs. the attacker’s original attack check value if attempting to escape a grapple.

Success

You are no longer grappled or restrained.

Failure

You do not escape.

Break Fall[edit source]

(at-will immediate reactiontrained skill utility )

 

Trigger:

You would take falling damage (Acrobatics - no difficulty number)

Effect:

You reduce your falling damage by the check result.

Feat of Agility[edit source]

(at-will move actionbasic skill stunt )

 

Target:

varies (Acrobatics vs. difficulty determined by the Game Master).

Effect:

Describe to the GM the action you want to perform, then make your Acrobatics check. On a success, you successfully pull off the stunt; on a failure you may fall or suffer some other effect determined by the GM.

Balance[edit source]

(at-will move actionbasic skill movement )

 

Target:

An adjacent space of treacherous terrain (Acrobatics - no difficulty)
Handholds, a slippery surface or other circumstances may provide a modifier to this roll.

Effect:

You grant advantage to all enemies until you are back on solid ground. Divide the check result by 5; you may move this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your footing and fall.

Expert Training Feats

Kip-up[edit source]

(at-will immediate actionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Effect:

You stand up from prone.

Perfect Balance[edit source]

(at-will move actionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Effect:

You move your Dexterity modifier paces without the need for a balance check, ignoring difficult terrain and treacherous terrain.

Squirm Free[edit source]

(at-will immediate actionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Effect:

You make an escape attempt, and may shift one pace as a free reaction if you succeed. If you were grabbed and you successfully escape, the creature that was grabbing you grants advantage to you until the end of your next turn.

Trained tumble[edit source]

(at-will free reactionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Trigger:

You fall more than 5 feet and take no damage.

Effect:

You shift a number of paces equal to your Dexterity modifier.

Disengage[edit source]

(at-will immediate actionexpert Acrobatics training)

Prerequisites:

Acrobatics expertise

Effect:

You shift one pace.

Stealth[edit source]

Stealth is used to hide, move silently, and remain unseen. Your Stealth Proficiency is based on your Dexterity. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield.  

Attempt to Hide[edit source]

(at-will move actiontrained skill stance )

 

Requirement

You may not enter this stance if any creature has line of sight to you, and you do not have total concealment against that creature. If you make any noise above a whisper or enter a well-lit space that does not grant at least partial concealment, you automatically end this stance at the end of that action.

Target:

Self (Stealth - no difficulty number)

Effect:

You may move up to half your speed as you enter this stance. While you are in this stance, you count as hidden to anyone whose Spot defense is less than your original check result + your current concealment bonus.

Special

Whenever you whisper, attack, or move more than 2 paces in one action, you must re-roll your Stealth check and take the lower result. If you attack or move more than 5 paces, you suffer a -5 penalty to the new roll. Any creature whose Spot defense is greater than your original check result continues to notice you as you move, until you make a new Stealth check.

Move Silently[edit source]

(at-will move actionbasic skill stance )

 

Target:

Self (Stealth - no difficulty number)

Effect:

You may move up to half your speed as you enter this stance. While you are in this stance, you count as hidden to anyone whose Spot defense is less than your original check result if you have total concealment against that creature or if you are further away than its Wisdom score in paces.

Special

Whenever you whisper, attack, or move more than 2 paces in one action, you must re-roll your Stealth check and take the lower result. If you attack or move more than 5 paces, you suffer a -5 penalty to the new roll. Any creature whose Spot defense is greater than your original check result continues to notice you as you move, until you make a new Stealth check.

Expert Training Feats

Thievery[edit source]

Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. Your Thievery Proficiency is based on your Dexterity. The Thievery skill incurs an armor check penalty if you are wearing armor or a shield.  

Pick Lock[edit source]

(at-will standard actiontrained skill utility )

 

Target:

One lock (Thievery vs. the lock’s difficulty).

Success

The lock is opened.

Failure

The lock is still closed. On a critical failure, you break the lock, which cannot be opened until destroyed or repaired.

Disarm Trap[edit source]

(at-will standard actiontrained skill utility )

 

Target:

One non-magical trap (Thievery vs. the trap’s difficulty).

Success

The trap becomes disabled until it resets.

Failure

The trap is still active. On a critical failure, you trigger the trap.

Sleight of Hand[edit source]

(at-will standard actiontrained skill stunt )

 

Target:

varies (Thievery vs. difficulty determined by the Game Master).

Effect:

Describe the sleight of hand trick you attempt to pull off, then make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you, and you provoke an opportunity attack while performing the action (although in most non-combat situations, your target will likely use the opportunity attack to perform a grab rather than attacking outright with a weapon).

Delay Trap[edit source]

(at-will immediate actiontrained skill utility )

 

Target:

One non-magical trap (Thievery + 5 vs. the trap’s difficulty).

Success

The trap becomes disabled until the end of your next turn.

Failure

The trap is still active. On a critical failure, you trigger the trap.

Expert Training Feats

Intelligence Skills[edit source]

Arcana[edit source]

Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Wizards use the Arcana skill in conjunction with their access to an arcane power source to perform their magics. Your Arcana Proficiency is based on your Intelligence. The Arcana skill incurs an armor check penalty if you are wearing armor or a shield.  

Arcane Lore[edit source]

(at-will free actiontrained skill knowledge )

 

Check:

Arcana vs. the obscurity of the information.

Success

You remember some particularly useful bit of arcane trivia that is applicable to the situation at hand.

Detect Magic[edit source]

(at-will extended actiontrained skill utility )

 

Target:

The area within Wisdom modifier squares around you
(Arcana vs. a difficulty determined by the aura or effect’s subtlety; one minute).

Success

You become aware of any magical effects or auras within the area for which your check result exceeds that effect or aura’s difficulty, and their likely power source (primal, arcane, or divine).

Special

You may make this roll for a particular effect or aura once per encounter or short rest.

Dispel Curse or Enchantment[edit source]

(at-will standard actiontrained skill saving throw )

 

Target:

One ongoing magical condition that a save could end.
(Arcana vs. the condition’s save difficulty).

Success

You dispel the condition.

Read Magic[edit source]

(at-will immediate actiontrained skill utility )

 

Target:

One magical effect or phenomenon that you can see.
(Arcana vs. a difficulty determined by the effect or phenomenon).

Success

You become aware of that effect’s power source (primal, arcane, or divine), and gain a general sense of what it does. On a critical success, you gain a precise understanding of the effect and all its likely consequences.

Expert Training Feats

Imbue Arcane Wonder[edit source]

(at-will extended actionexpert Arcana training)

Prerequisites:

Arcana expertise

Effect:

You may attempt to turn a masterwork item into an arcane wonder, with an effect Level up to your character Level. You must have access to an arcane workshop, and possess the item's creation formula and all components necessary to create it.

Cantrip[edit source]

(at-will ''per spell''expert Arcana expert training training)

Prerequisites:

Arcana expertise

Effect:

A Cantrip is an at-will Wizard or Sorcerer spell. Each time you gain this expert training, you may specify a single at-will Wizard or Sorcerer spell from any school, and add it to your at-will feats. You may not learn at-will attack or strike spells as cantrips.

Cast Ritual[edit source]

(at-will expertexpert Arcana training training)

Prerequisites:

Arcana expertise

Effect:

You may attempt to cast one arcane ritual that you know whose level is less than or equal to your character level.

Craft[edit source]

Craft is used to construct or appraise items, weapons, armor, and architecture. Your Craft Proficiency is based on your Intelligence.  

Rig Contraption[edit source]

(at-will extended actiontrained skill stunt )

 

Effect:

Describe the device you attempt to improvise, then make a Craft check after spending an amount of time rigging the contraption based on your Game Master's judgement.

Success

The contraption performs as expected.

Failure

The contraption doesn’t work. On a critical failure, some kind of mishap occurs.

Appraise[edit source]

(at-will free actiontrained skill knowledge )

 

Check:

Craft vs. the obscurity of the information.

Success

You notice some particularly useful bit of crafting detail that is applicable to the situation at hand. When used on a potentially valuable item, you gain a good approximation of that item's market value.

Craft Item[edit source]

(at-will extended actiontrained skill utility )

 

Target:

One item (Craft vs. the design’s crafting difficulty)

Success

You may craft a mundane item, weapon or armor from raw materials. The check result is the percentage of the item’s base market cost that is saved by making it yourself.

Failure

The results are flawed and the materials used are wasted.

Repair Item[edit source]

(at-will extended actionbasic skill utility )

 

Target:

One damaged mundane item, weapon or armor
(Craft vs. the difficulty of the repair, 5 minutes).

Success

The item is repaired. On a critical success, the item gains temporary hit points equal to your Intelligence modifier against the next attempt to damage it.

Failure

The item is still damaged. On a critical failure, the item is ruined beyond repair.

Disable Trap[edit source]

(at-will standard actiontrained skill utility )

 

Target:

One non-magical trap (Craft vs. the trap’s difficulty).

Success

The trap becomes disabled until it resets.

Failure

The trap is still active. On a critical failure, you trigger the trap.

Expert Training Feats

Craft Masterwork Item[edit source]

(at-will extended actionexpert Craft training)

Prerequisites:

Craft expertise

Effect:

You may attempt to craft a masterwork item with a level up to your Character Level. You must have access to an appropriate workshop, and possess the item's creation formula and all components necessary to create it.

History[edit source]

History is used to remember historical facts and useful information. When you perform any knowledge check that uses another skill, you may substitute History for the other skill at a -10 penalty. Your History Proficiency is based on your Intelligence.  

Translate Text[edit source]

(at-will immediate actiontrained skill knowledge )

 

Target:

A passage written in another language that you can see
(History vs. the obscurity of the language and subject matter).

Special

In scene time, you may make a single roll to translate an entire document as an extended action, taking approximately 5 minutes per page.

Success

You understand a sentence or two; you may continue performing this action to translate more of the passage.

Failure

You need more time to translate. On a critical failure you get the translation entirely wrong.

Ancient Lore[edit source]

(at-will free actiontrained skill knowledge )

 

Check:

History vs. the obscurity of the information.

Success

You remember some particularly useful bit of lore or historical detail that is applicable to the situation at hand.

Expert Training Feats

Wisdom Skills[edit source]

Heal[edit source]

Heal is used when tending to the sick or injured. Your Heal Proficiency is based on your Wisdom.  

Treat Disease or Poison[edit source]

(at-will Extended actiontrained skill utility]] )

 

Target:

one afflicted creature (Heal vs. the affliction’s DC)

Success

The affliction’s progression is halted for one day, and the target gains an additional Endurance saving throw to shake off the affliction with a +2 teamwork bonus. On a critical success, treat the affliction as if the target had automatically succeeded at their granted Endurance saving throw.

Failure

You provide no benefit.

First Aid[edit source]

(at-will standard actiontrained skill saving throw )

 

Target:

One ajacent ally (Heal + target's Constitution modifier vs. Average difficulty)

Effect:

The target shrugs off one effect that an Endurance saving throw could end.

Treat Wounds[edit source]

(at-will extended actionbasic skill utility )

 

Target:

You and your adjacent allies (Heal - no difficulty number)

Effect:

You may perform this action during a short rest. Each target may each spend one healing reserve, and regain an additional number of hit points equal to half the check result, divided as you choose among each injured ally. If multiple trained characters each perform a Treat Wounds action during a short rest, you may add the check results together before halving and distributing hit points.

Special

If you treat wounds during an extended rest, the party regains hit points equal to twice the check result, instead. You may distribute these hit points as you see fit.

Stabilize Ally[edit source]

(at-will standard actionbasic skill saving throw )

 

Target:

One dying ally (Heal + target's Constitution modifier vs. 10)

Success

The target stabilizes as if they had saved successfully. On a critical success, the target may spend one healing reserve.

Failure

The target gains no benefit.

Expert Training Feats

Insight[edit source]

Insight is used to read moods, sense motives, and gauge the truthfulness of statements. Your Insight check also determines your Sense defense value; your Sense is equal to 10 + your Insight proficiency. Your Insight Proficiency is based on your Wisdom.  

Sense Motive[edit source]

(at-will immediate actionbasic skill utility )

 

Target:

One creature (Insight vs. 10 + the target's Bluff modifier)

 
 

Success

You gain an accurate read of the target’s current motives and attitude.

Special

You may only perform this action once per encounter on a particular creature, unless they perform an action that the Game Master deems provides new insight into their motivations.

Sense Influence[edit source]

(at-will immediate actionbasic skill utility )

 

Target:

One creature (Insight vs. 15 + twice the Rank of the influencing effect.)

 
 

Success

You notice that something about the target is ‘off’, and may use an Arcana, Religion or Nature check to determine the source of the influence.

Special

You may only perform this action once per encounter on a particular creature, unless they perform an action that the Game Master feels strongly suggests outside influence.

Snap Out of It[edit source]

(at-will automatic reactionbasic skill saving throw )

 

Trigger:

You end your turn while suffering from a condition that allows this saving throw (Insight vs. the effect's save difficulty).

 
 

Success

The condition ends.

Failure

You continue to suffer the condition.

Detect Illusion[edit source]

(at-will immediate reactionbasic skill saving throw )

 

Trigger:

You perceive something that you believe to be an illusion
(Insight vs. the illusion's check result)

 
 

Effect:

The Game Master will compare your saving throw to the check value of any illusion you might be perceiving; success allows you to accurately gauge whether what you are experiencing is real, while critical success allows you to pierce the illusion and briefly glimpse what is underneath.

Expert Training Feats

Nature[edit source]

Nature is used to gather food and resources in the wilderness, identify and track animals, navigate the wilds and avoid natural hazards. Barbarians use the Nature skill in conjunction with their access to a primal power source to perform their magics. Your Nature Proficiency is based on your Wisdom.  

Forage[edit source]

(at-will extended actiontrained skill utility )

 

Target:

One area (Nature vs. difficulty based on the local terrain, flora and fauna; 5 minutes).

 
 

Success

You gather enough food, water and other resources for one person to eat well for one day. On an exceptional success, you find enough for five people. If you are searching for specific ingredients or materials, the Game Master may assign a difficulty to the task based on the rarity of what you're looking for within the area. If an ally performs a treat wounds or treat disease or poison action during the same short rest, you may add one fifth the check result of this roll as a teamwork bonus to your ally's Heal check.

Navigation[edit source]

(at-will free actiontrained skill knowledge )

 

Check:

Nature vs. the difficulty of the area you are trying to find your way through.

 
 

Success

You can determine your location and direction, and find a path through the current environment towards your destination.

Nature Lore[edit source]

(at-will free actiontrained skill knowledge )

 

Check:

Nature vs. the obscurity of the information.

 
 

Success

You remember some particularly useful bit of lore or natural detail that is applicable to the situation at hand.

Expert Training Feats

Perception[edit source]

Perception is used to examine your surroundings, spot hidden things, and detect unusual sounds, odors or tastes. Your Perception check also determines your Spot defense value; your Spot is equal to 10 + your Perception check modifier. Your Perception Proficiency is based on your Wisdom.  

Search Area[edit source]

(at-will immediate actionbasic skill saving throw )

 

Target:

One square within a distance of twice your Wisdom modifier that you can see (Perception vs. any Stealth check results or Spot difficulty numbers).

 
 

Effect:

You notice any hidden creature, item or detail within a number of squares around the target square equal to your Wisdom modifier for which your saving throw exceeds that detail’s Spot difficulty or Stealth check value.

Expert Training Feats

Religion[edit source]

Religion is used to understand the nature of gods, religious ceremonies and rituals, and ethical standards. Priests use the Religion skill in conjunction with their access to a divine power source to work their miracles. Your Religion Proficiency is based on your Wisdom.  

Divine Lore[edit source]

(at-will free actiontrained skill knowledge )

 

Check:

Religion vs. the obscurity of the information.

 
 

Success

You remember some particularly useful bit of lore or religious fact that is applicable to the situation at hand.

Sense Alignment[edit source]

(at-will free actiontrained skill utility )

 

Requirement

You must have succeeded on a sense motive check against the target earlier in this encounter or scene.

Target:

One creature (Religion vs. 10 + the target’s Bluff modifier)

 
 

Success

You gain an reasonably accurate read of the target’s probable alignment.

Special

You may only perform this action once per encounter on any given creature unless they perform an action that the Game Master deems provides new insight into their ethical values.

Break Curse[edit source]

(at-will immediate actiontrained skill saving throw )

 

Target:

One curse or affliction that has been placed upon you or an adjacent ally, or one ongoing magical effect that a save could end (Religion vs. the curse’s save difficulty).

 
 

Success

You break the curse.

Expert Training Feats

Charisma Skills[edit source]

Bluff[edit source]

Bluff is used to perform, act, fast-talk, lie, cheat, or seduce. Your Bluff Proficiency is based on your Charisma.  

Create Diversion[edit source]

(at-will immediate actionbasic skill stunt )

 

Target:

One creature (Bluff vs. Sense)

 
 

Success

You manage to trick the opponent into paying attention to something else. You may immediately choose to either gain advantage against that enemy until the end of your next turn, or to immediately use the Stealth skill to attempt to hide from the target.

Special

Each time you attempt this during an encounter, you suffer a -5 cumulative penalty for each time you have already attempted it.

Give Performance[edit source]

(at-will Extended actionbasic skill stunt )

 

Target:

One crowd (Bluff vs. highest Will)

Success

You influence the crowd’s mood favorably towards you and your allies.

Deceive[edit source]

(at-will standard actionbasic skill stunt )

 

Target:

One creature (Bluff vs. Sense)

 
 

Effect:

Describe how you attempt to deceive your target, then make your Bluff check. If you succeed, you manage to trick the opponent into believing what you say.

Seduce[edit source]

(at-will extended actionbasic skill stunt )

 

Target:

One creature (Bluff vs. Sense - 1 minute)

 
 

Effect:

Describe how you attempt to seduce your target, then make your Bluff check. If you succeed, the target's mood becomes more favorable towards you. If you fail, the target's mood becomes more hostile.

Expert Training Feats

Stall[edit source]

(at-will free reactionexpert Bluff training)

Prerequisites:

Bluff expertise

Trigger:

You roll Initiative (Bluff vs. highest enemy's Sense).

Hit:

Your allies gain a feat bonus to Initiative equal to twice your Charisma modifier.

Effect:

You grant advantage to all enemies until the end of your next turn.

Fast Talk[edit source]

(at-will immediate reactionexpert Bluff training)

Prerequisites:

Bluff expertise

Trigger:

You fail Bluff, Diplomacy or Streetwise check.

Effect:

You gain a +5 feat bonus to the check result. For the remainder of the scene or encounter, you have a -2 penalty to all further Bluff, Diplomacy or Streetwise actions, and may no longer take 10 or take 20 with those skills.

Bravado[edit source]

(at-will immediate actionexpert Bluff training)

Prerequisites:

Bluff expertise

Effect:

You are no longer marked.

Diplomacy[edit source]

Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact. Your Diplomacy Proficiency is based on your Charisma.  

Haggle[edit source]

(at-will extended actionbasic skill utility )

 

Target:

One merchant (Diplomacy vs. Sense - 1 minute, +5 per 10% price adjustment)

Success

You may adjust the cost of one good you are selling or purchasing by the desired amount.

Negotiate Surrender[edit source]

(at-will free interruptbasic skill utility )

 

Target:

One creature which would hit you or an ally with an attack (Diplomacy vs. Will)

 
 

Success

You may attempt to halt combat and negotiate the surrender of your allies.

Special

You may only perform this action vs. opponents who are intelligent and willing to accept a surrender.

Influence[edit source]

(at-will extended actionbasic skill utility )

 

Effect:

Describe to the Game Master how you attempt to influence the target, then make a Diplomacy check vs. the target’s Sense. On a success, you influence the target into adopting a desired attitude, belief or action.

Expert Training Feats

Intimidation[edit source]

Intimidation is used to bully, frighten, or coerce others into doing your bidding. Your Intimidation Proficiency is based on your Charisma.  

Cow Foe[edit source]

(at-will immediate actiontrained skill fear attack )

 

Trigger:

You bloody a creature within Charisma modifier paces with an attack
(Intimidation vs. Will)

Success

You force the target to surrender or flee.

Failure

You grant advantage to the target until the end of your next turn, and may not gain advantage. You may not attempt to intimidate the target again during this encounter.

Intimidate[edit source]

(at-will standard actionbasic skill fear attack )

 

Target:

One creature within 5 paces (Intimidation vs. Will)

Hit:

You may mark the target until the end of your next turn, force the target to surrender if bloodied, or coerce the target into taking some other action with the Game Master's approval. On a critical hit, the target becomes Dominated until the end of your next turn.

Miss:

You grant advantage to the target until the end of your next turn, and may not gain advantage.

Expert Training Feats

Streetwise[edit source]

Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services. Your Streetwise Proficiency is based on your Charisma.  

Local Lore[edit source]

(at-will Extended actiontrained skill knowledge )

 

Effect:

Describe how you attempt to interact with the locals, then make a Streetwise knowledge check vs. a difficulty determined by the Game Master. On a success, you find out some particularly useful bit of lore or social detail that is applicable to the situation at hand.

Expert Training Feats

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