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Classes vs Skills, old Multiclass v1.0 and 1.

1 (by Peter Knutsen)


the (1.1) note indicates a Skill that was added in the 1.1 supplement, not present in 1.0. Most Priest/Psionicist/Wizard Skills are Spellcasting Skills. The Priest can spend SP to make Banish more powerful.
Bard Craftsman Healer Merchant Priest Psionicist
Entertainment Skills, charisma. Old Everything to do with crafts Medical Skills, benevolent and otherwise. Formal social Skills, as well as trade and Magic of a Divine nature. Healing, The powers of the mind, such as
legends, memorization. Skills, and advanced metallurgy. Hypnosis, psychology, empathy. commerce. Evaluate goods, logistics. defensive and protective. Also telepathy. Telekinesis and
nature magic. clairvoyance. Usually subtle.
Acting Armoursmith Antidotes Administration Animal Magic Body Magic (enhance body)
Arts (choose draw/paint/sculpt) Blacksmith Empathy Accounting Appeals (bonus buffs) Control Person
Charisma Bowyer (also covers fletching) First Aid Diplpomacy Banish (can be powered with SP) Danger Sense
Compose Music Carpenter Herb Medicine Economics Extra Power (get more SP) Dream Walking
Disguise Decoration Hypnosis Etiquette (1.1) Healing Empathy
Inspire (1.1) Engineer Medicine Evaluate Goods Holy Symbol (cast. aid object) Extra Power (get more SP)
Instrument (choose specific) Glassblower Placebo Geography Inspire (1.1) Far Sense (1.1)
Legends Leatherworker Poisons Haggling Miracles Force Fields
Memorize Metallurgy Psychology Law (1.1) Necromancy Healing
Performance (stage presence/1.1) Pottery Surgery Logistics Omens (1.1) Hypnosis
Poetry Ropemaker Negotiate Plant Magic Mass Control
Satire Tailor Politics Protections (protective buffs) Meditation
Singing Weaponsmith Salesman Rituals (mundane/social) Sanctaury (calm mundane place)
Storytelling Theology (mundane) Second Sight
Warrior Visions (1.1) Sixth Sense
Melee/thrown/missile weapons, Weather Magic Telekinesis (fine control)
unarmed combat, tactics, large-scale Telekinesis (large obj.)
Rural Sage Spy battle strategy, logistics. Thief Telepathy
Skills of nature and the wilderness. Knowledge and scholarly Skills. Spy, saboteur, assassin, disguise, acting, Ambush Evaluate goods, traps, lockpicking,
Also hunting, seamanship, and some Also information (memorization poisons. Information (memorization and Accuracy stealth, escape artist, sleight of Wizard
aspects of farming. and speedreading) speedreading). Informal social Skills. Blind Fighting (1.1) hand.
Magic of an Arcane nature.
Animal Training Alien Cultures Acting Critical Hit Acrobatics (1.1) Elements (Fire, Air, etc),
Animal Traps Botany Alertness Disarm Alertness Enchanting objects.
Botany Chemistry Antidotes Engineer Bluff Alchemy
Camouflage Foreign Cultures Assassin (backstab/garotte) Feint (1.1) Climbing Demonology
Camping Geography Bluff Fight in Armour Danger Sense Defensive Magic
Cattle Handling Geology Bribe First Aid Escape Artist Elemental Magic
Climbing History Critical Hit Horseback Combat Evaluate Goods Enchant Objects
Drive Wagon Legends Cryptology Intimidate Hide Extra Power (get more SP)
Ecology Mathematics Danger Sense Logistics Law (1.1) Illusions
Herb Medicine Philosophy Disguise Marching Move Silently Focus (casting aid object)
Hiking Memorize Forgery Marine Training Pick Locks Magic Trap
Hunt (large/small prey) Scribe Impersonate Melee Weapon (choice) Pick Pockets Potions
Move Silently Speedreading Interrogation Missile Weapon (choice) Running (1.1) Power Battery (obj. stores SP)
Navigate (land/sea) Theology Intimidate Soldier Searching Shape Changing
Riding Zoology Memorize Strategy Sleight of Hand Sleight of Hand
Sailor Poisons Tactics Streetwise (1.1) Summon Elemental
Sheperd Searching Toughness (get extra HP) Traps (complex)
Shortbow or Sling Seduce Thrown Weapon (choice)
Survival (per Terrain type) Speedreading Two Weapons (1.1)
Tracking Unarmed: Judo
Zoology Unarmed: Karate

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