Skills
The idea: not quite feats, but kinda feats.
| Class | Bonus Feats / Skills |
|---|---|
| Fighter | Martial Weapons (Str), Armor Proficiency (Str), Athletics (Str), Ranged Weapons (Dex) |
| Rogue | Dodge (Dex), Finesse Weapons (Dex), Stealth (Dex), Acrobatics (Dex), Security (Int) |
| Witch | Thaumaturgy (Wis), Spellcraft (Int), Concentration (Wis), Willpower (Cha) |
Skill List
| Skill | Ability | Description |
|---|---|---|
| Martial Weapons | Str | Gain use martial weapon special abilities (e.g. cleave, penetrate, etc) |
| Armor Proficiency | Str | Can wear heavy armor without major penalties |
| Athletics | Str | Gain climb, jump, swim speeds |
| Parry | Str | Reaction to turn aside melee attacks with your weapon |
| Ranged Weapons | Dex | Can use aim and rapid fire maneuvers |
| Dodge | Dex | Reaction to avoid damage |
| Finesse Weapons | Dex | Can use Dex to attack with light melee weapons |
| Stealth | Dex | Can become unnoticeable to enemies, make sneak attacks |
| Acrobatics | Dex | Slow falls, move through tight spaces, etc |
| Sleight of Hand | Dex | Pick pockets, palm items, etc |
| Dual Wield | Dex | Wield two light weapons |
| Endurance | Con | Resist physical ailments (basically Con save) |
| Toughness | Con | More HP, Soak reaction |
| Block | Con | Reaction to absorb damage with shield, weapon, etc |
| Security | Int | Ability to detect and disable traps, pick locks |
| Spellcraft | Int | You can cast Ritual Spells, including ad hoc spells |
| Initiative | Int | Can't be surprised, bonus reaction each encounter |
| Linguistics | Int | Speak many languages, decipher scripts, etc |
| Thaumaturgy | Wis | Thaumaturgical rituals (such as Create Phylactery) |
| Concentration | Wis | Maintain concentration on spells while moving, fighting, and casting non-concentration spells |
| Healing | Wis | Treat wounds and toxins, aid long-term recovery |
| Perception | Wis | Detect secret and hidden things, WoW hunter radar |
| Survival | Wis | Find food, shelter, etc in the wild |
| Perform | Cha | Entertain others through music, dance, acting, or other performance arts |
| Persuasion | Cha | Influence others through speech, negotiation, and social interaction |
| Leadership | Cha | Inspire and command others, improve group coordination and morale |
| Willpower | Cha | Resist mental effects and dominate others |
Gaining Skills
At character creation, gain 1 skill for each ability score modifier point, of the matching ability score. For example, if you start with Str 16, Dex 14, Con 12, and Int 12, you would gain:
- 3 Strength skills
- 2 Dexterity skills
- 1 Constitution skill
- 1 Intelligence skill
When your ability scores increase, you gain additional skills according to the new modifier points. For example, if your Strength increases from 16 to 18, you would gain 1 additional Strength skill.
Side note: Ability Score Increases
Compared to previous versions of System 8:
- You do not gain Proficiency Bonuses to ability scores. You do gain a flat Proficiency Bonus based on level, but it doesn't modify your ability scores.
- You do gain Ability Score Increases (two +1 bonuses, can stack on the same ability score, no max), initially every 4th level, increasing to every odd level after 10.
- If a magic item modifies your ability scores, you don't gain skills from the increase.