Skills learned during initial character creation must be available in the character’s region of origin. Just as tribal people from the arctic never learn to swim, some other skills may be unavailable in your character’s place of origin. Make sure the Lore Master (LM) approves your beginning skill selection before you begin play.

Skills learned by gaining levels must be based on prior exposure to the skill (learning mountaineering during a long adventure in the mountains) or through instruction from a qualified individual. Instruction rules for characters without exposure follow the optional rules in the Lore Masters’ Guide. See the Skills section for more information.

Purchasing Skills at 1st Level

Each class has a number of skill points characters of that type receive at first level. That number is added to the character’s Intelligence modifier and then multiplied by four. Characters with low intelligence are allowed at least four points.

For example, a druid starts with (4+Intelligence Modifier) x 4 skill points. If your druid has an Intelligence score of 12, the Ability Modifiers table (see above) tells us the character’s Intelligence Modifier is +1—this means your druid would start with (4+1=5) x 4 = 20 skill points to spend at first level. Any points spent on skills on your druid’s “Class Skills” list cost one point per level, skills that are not class skills cost 2 points per level.

The limit for a skill’s level is equal to your character’s level +3; therefore, a first level character cannot have any skill rank above 4. Each level a character gains that limit is increased by 1 and the character will receive more skill points to spend on skills.

Skill Descriptions

This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here.

Here is the format for skill descriptions.

Skill Name

The skill name line includes (in addition to the name of the skill) the following information.

Key Ability: The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language has “None” as its key ability because the use of this skill does not require a check.

Trained Only: If this notation is included in the skill name line, you must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Untrained section (see below).

Armor Check Penalty: If this notation is included in the skill name line, an armor check penalty applies (when appropriate) to checks using this skill. If this entry is absent, an armor check penalty does not apply.

The skill name line is followed by a general description of what using the skill represents. After the description are a few other types of information:

Check: What a character (“you” in the skill description) can do with a successful skill check and the check’s DC.

Action: The type of action using the skill requires, or the amount of time required for a check.

Try Again: Any conditions that apply to successive attempts to use the skill successfully. If the skill does not allow you to attempt the same task more than once, or if failure carries an inherent penalty (such as with the Climb skill), you cannot take 20. If this paragraph is omitted, the skill can be retried without any inherent penalty, other than the additional time required.

Special: Any extra facts that apply to the skill, such as special effects deriving from its use or bonuses that certain characters receive because of class, feat choices, or race.

Synergy: Some skills grant a bonus to the use of one or more other skills because of a synergistic effect. This entry, when present, indicates what bonuses this skill may grant or receive because of such synergies. See Table 4–5 for a complete list of bonuses granted by the synergy between skills (or between a skill and a class feature).

Restriction: The full utility of certain skills is restricted to characters of certain classes or characters who possess certain feats. This entry indicates whether any such restrictions exist for the skill.

Untrained: This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry does not appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character cannot attempt checks with this skill (for skills that are designated as “Trained Only”).

Acrobatic-Athletic Appraise-Craft
Decipher Script–Forgery Gather Information–Jump
Knowledge–Perform Profession–Spellcraft
Spot–Tumble Use Magic Device–Use Rope

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