Skills represent a character's abilities, particularly those that improve with practice and experience. Each skill has a score that is added to the result of a d20 roll whenever a skill check is made. A character's skill score is the sum of the character's level, relevant attribute score, and any other applicable modifiers.
Training in a skill represents a combination of formal instruction, practical experience, and natural aptitude. Characters receive a bonus of 4 to their skill score if they are trained in the skill. Skills can be used without any training.
1st level characters are trained in 6 skills. Characters are trained in 1 additional skill each time they take the Skill Training feat.
This list is not exhaustive: characters may have other skills approved by the GM.
| Skill | Attribute | Sample Uses |
| Acrobatics | Dexterity | balance, escape from restraints, fall safely, stunts |
| Acting | Charisma | act, lie, tell stories, wear disguises |
| Aim | Dexterity | attack |
| Arcana | Intelligence | identify arcane creatures and magic |
| Artist | Intelligence | draw, paint, sculpt |
| Athletics | Strength | climb, escape from restraints, jump, swim |
| Blacksmith | Intelligence | create metal armour, tools and weapons |
| Calligraphy | Intelligence | forge documents |
| Dancing | Charisma | ballet, waltz |
| Endure | Strength | avoid illness, persevere, resist injury |
| Evade | Dexterity | avoid melee, dodge |
| Focus | Wisdom | concentrate, resist mental effects |
| Geography | Intelligence | map, navigate |
| Heal | Wisdom | treat injury, treat disease |
| High Society | Charisma | identify heraldry, learn gossip, witty repartee |
| History | Intelligence | current events, historical events |
| Insight | Wisdom | assess personality, treat mental effects, sense lies |
| Intimidate | Charisma | bully, scare, torture |
| Jeweller | Intelligence | gemcutting, whitesmith |
| Low Society | Charisma | find black market, learn gossip |
| Melee | Strength or Dexterity | attack, defend |
| Musician | Charisma | play instruments, sing |
| Nature | Intelligence | handle animals, identify animals and elementals, identify innate magic |
| Negotiate | Charisma | barter, bribe, persuade |
| Perception | Wisdom | listen, spot, track |
| Religion | Intelligence | conduct rites, identify divine magic |
| Rhetoric | Charisma | debate, impress, teach |
| Ride | Dexterity | dodge attacks on mount |
| Sailor | Intelligence | handle boats, set sails |
| Sleight of Hand | Dexterity | conceal weapon, pick pocket |
| Stealth | Dexterity | hide, move quietly |
| Tinker | Intelligence | disarm trap, open lock, repair device |
| Writer | Intelligence | create fiction, music, non-fiction, poetry |