Skills

Each player picks four (or more depending on class) natural skills to begin the game. Whenever a play must roll for an action which involves this skill they will get advantage on that roll. At level 2 each player may pick an additional skill.

Suggested skills are as follows:

- Appraise (Int)
- Balance (Dex)
- Bluff (Cha)
- Break Object (Str)
- Build Shelter (Int)
- Climb (Str)
- Comprehend Language (Int)
- Concentrate (Con)
- Craft Object (Int)
- Decipher Script (Int)
- Detect Magic (Int)
- Diplomacy (Chr)
- Disable Device (Int)
- Disguise (Cha)
- Escape Artist (Dex)
- Enchant Item (Int)
- Flattery (Cha)
- Forgery (Int)
- Gather Information (Cha)
- Haggle (Cha)
- Handle Animal (Cha)
- Heal (Wis)
- Hide (Dex)
- Hold Breath (Con) (Your d20 roll decides how many minutes you can stay underwater)
- Intimidate (Cha) (Str)
- Jump (Str) (armor check penalty)
- Recall Lore (Int) Arcana, Architecture, Dungeoneering, Geography, History, Local, Nature (forest, mountain, aqueous etc.), Nobility and Royalty, Nature, Religion, The Planes, Herpetology, Demonology.
- Resist Poison (Con)
- Run Long Distances (Con)
- Listen (Wis)
- Move Silently (Dex) (Armor Check Penalty)
- Open Lock (Dex)
- Perform (Cha)
- Persuade (Cha)
- Repair Item (Int)
- Ride (Dex)
- Search (Int)
- Seduce (Cha)
- Sense Motive (Wis)
- Slight of Hand (Dex)
- Sneak (Dex)
- Spellcraft (Int)
- Spot (Wis)
- Stay awake (Con)
- Survival (Wis)
- Swim (Con)(Str)
- Tumble (Dex)
- Use Rope (Dex)

Skills

El Jazzar's Treasure jddavis1