Skills
When using a skill, you roll a d20 + your ability modifiers + your skill modifier and compare the result with the DC of the task (set by the GM). If a skill has multiple active abilities associated with it, add all of them to the roll.
There is a 1 in 6 chance to increase that skill score by 1 when you use it, regardless of if the result is a success or failure. However, if the skill attempt is of no consequence (no drawback to a failure), or it is a trivial task, then there is no chance of increasing that skill. The GM is the final arbiter in determining if there is a chance to increase the skill.
Acrobatics. (Strength and Precision) When you attempt to balance on a narrow ledge, or perform a stunt, you test your acrobatics skill.
Alchemy. (Precision and Wisdom) Creating potions, poisons, and bombs use the alchemy skill.
Animal Handling. (Charisma and Wisdom) You train to working with animals. The animal handling skill is tested to communicate with animals. a
Arcana. (Precision and Wisdom) Arcana tests your ability to cast spells and identify magical items as well as craft new spells and enchantments.
Axes. (Precision and Strength) The axe skill tests your ability to strike with axe weapons as well as skills using axes in other ways, such as log cutting.
Blocking. (Precision and Strength) Your blocking skill tests your ability to block with shields and parrying with all weapons.
Climbing. (Strength) The climb skill tests your ability to climb difficult surfaces.
Concentration. (Wisdom) When you need to test your ability to focus, you use your concentration skill.
Crafting. (Any) The craft skill can be any kind of craft and you can have multiple crafts skills. Work with the GM to decide what active abilities that craft uses. An example craft skill would be Smithing that uses Precision, Strength, and Wisdom.
Deception. (Charisma and Wisdom) the deception skill tests if you can convincingly hide the truth.
Diplomacy. (Charisma and Wisdom) you can attempt to influence someone or a group of people with the diplomacy skill.
Divine. (Charisma and Wisdom) Your Divine skill tests your knowledge on lore about deities, performing religious rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Divine spellcasters use this skill as their spellcasting skill.
Dodging. (Precision and Reflex) You can attempt to dodge an attack with the dodge skill.
Enchantment. (Charisma and Vitality) Your Enchantment skill tests your ability to magically enchant objects. You can also identify other enchantments with your knowledge of enchantment.
Endurance. (Strength) Endurance checks are used when you may need to test your ability to perform an action for a very long time. For example, if you march for more than 8 hours you will need to make an endurance check to avoid becoming exhausted.
Engineering. (Wisdom) Engineering checks are used to test your knowledge of the principles of machines, structures, and vehicles. Additionally, it is used to construct complex machinery.
Finesse Weapons. (Precision) Light weapons that have the finesse property can be used with the finesse weapons skill.
Fly. (Precision and Strength) The fly skill tests your ability perform maneuvers and stabilize yourself while flying.
Force of Might. (Strength) Force of might checks are used when you need to test your ability to use your strength over a short period of time. For example, if you are attempting to ram through a door, lift something heavy beyond your normal lift capacity, or bend or break a material with your bare hands.
Hammers. (Precision and Strength) The hammers skill tests your ability to attack with hammer, or hammer-like weapons.
Heavy Weapons. (Strength) Skill in the heavy weapons test your ability to attack with any weapon using the heavy property.
History. (Wisdom) wars, colonies, migrations, founding of cities, legends, personalities, inhabitants, laws, customs, and traditions. History is also useful in determining lore about all supernatural creatures.
Intimidate. (Charisma and Strength) When you attempt to influence someone through overt threats, hostile actions, and physical violence.
Insight. (Wisdom) Your insight skill can help you determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Insight is also useful to get a gut feeling about a situation.
Investigation. (Wisdom) When you look around for clues, search for something, observe details, and make deductions, you test your investigation skill.
Knowledge. (Wisdom) The knowledge skill can be any kind of lore and you can have multiple knowledge skills. Work with your GM for approval on a specific kind of lore for your knowledge skill.
Linguistics. (Wisdom) You are skilled at working with language, in both its spoken and written forms. Linguistic skill can allow you to get the gist of a passage or spoken phrase even if you are not well versed in the language.
Marksmanship. (Perception and Precision) Your marksmanship skill is tested when using a ranged weapon accurately, such as a bow or crossbow.
Martial Arts. (Precision and Strength) The martial arts skill encompasses the many different forms of martial arts that could be in the world, from kung-fu, to grappling, to boxing. If you become a skilled martial artist, then your unarmed attacks deal 1d4 damage instead of 1.
Medicine. (Precision and Wisdom) A Medicine check lets you try to stabilize a dying companion or diagnose an illness. Medicine can also be used to concoct ointments and salves.
Nature. (Wisdom) Your Nature check measures your ability to recall lore about plants, living creatures, and primordial knowledge.
Navigation. (Wisdom) Knowledge of lands, terrain, climate, and astronomy. Navigation is useful in traversing vast landscapes, identifying possible environmental dangers, and determining the best route of travel.
Performance. (Charisma and Precision) Your Performance check determines how well you can delight an audience with music, dance, acting, and storytelling.
Polearms. (Strength) Skill in the polearms test your ability to attack with any weapon using the reach property.
Profession. (Any) A profession can be a range of different minor skills that could be lumped together in a skill to make a profession. Work with your GM to determine the active abilities that are associate with that profession. An example profession would be a cook that uses Precision and Wisdom.
Stealth. (Precision) Your skill in stealth tests your ability to hide from enemies and move silently without being detected.
Streetwise. (Charisma and Wisdom) Streetwise check might be used to find the just the right people for the information you are looking for in town or how to blend into a crowd.
Swimming. (Strength) The swim skill tests your ability to swim against a deadly current or keep afloat while carrying a lot of gear.
Swordsmanship. (Precision and Strength) The swordsmanship skill tests your ability to attack with swords, or sword-like weapons like sickles and scythes.
Thievery. (Precision) The thievery skill tests your ability to pick locks, pick pockets, or steal something unnoticed.
Thrusting Weapons. (Precision and Strength) Skills with thrusting weapons tests your ability to attack with most piercing weapons such as spears and rapiers.
Throwing. (Precision and Strength) The throwing skill tests your ability to throw items, including weapons.
Tracking. (Wisdom) The tracking skill tests your ability to track down a quarry in any environment.