Atlantean Trilogy Archive
A panorama of skills: an acrobat leaping, a scribe writing, a thief climbing a moonlit wall, a tracker, a lyre player and sparring fighters.

Skills

Everything a character can learn beyond their profession, plus the five backgrounds they grew up in.

Kind

116 skills

  1. Acrobatics IPerformingBasic feats such as trained leaping and pratfalls.
  2. Acrobatics IIPerformingAdvanced feats; needs Acrobatics I first.
  3. ActingPerformingStagecraft used to entertain for food and lodging, to bluff or lie convincingly, and at its height to impersonate a type of person or a specific individual.
  4. Additional LanguageBackground500 XPLearning to speak one extra language. 500 XP.
  5. Advanced Alchemical EquipmentMagical/AlchemicalBuilding the alchemist's personal aludel (vase) and athanor (furnace) needed for high-level operations.
  6. Advanced Alchemical SubstancesMagical/AlchemicalMaking alchahest (universal solvent), orichalc (magic metal for arms and armor) and vitriol (bonding agent).
  7. Advanced Necromantic RitualsMagical/AlchemicalHigher necromancer rites: creating undead, making a sahu (mummy) and casting a necromantic bell to call an ancient spirit.
  8. Alchemical DevicesMagical/AlchemicalBuilding small alchemical gadgets such as secret-compartment rings and poison-needle rings, plus detection devices that only alchemists can operate.
  9. Alchemical DustsMagical/Alchemical500-1,000 GP eachMagical powders with spell-like effects, thrown in vials, scattered by hand or blown through a tube; most last an hour.
  10. Analyze MixturesArts and SciencesIdentify magical or alchemical mixtures with a test kit.
  11. Ancient LoreArts and SciencesJudge legends, artifacts and old coins or books.
  12. Animal TrainingPerformingTaming animals (and some semi-intelligent monsters) and teaching them commands, one new command per month of training.
  13. Appraise TreasureThievingJudging what gems, jewelry and contraband are worth.
  14. Archery ICombat1,000 XPExpert with the short bow or longbow, with no long-range penalty. 1,000 XP.
  15. Archery IICombat1,000 XPHorse archery with the short bow; needs Archery I. 1,000 XP.
  16. AristocratBackgroundUpper-class upbringing. +40% to the starting-wealth roll; cannot take Streetwise, Street Fighting or any Woodlore skill. Choose 2 of: Diplomacy/Protocol, Reading/Writing, up to two Additional Languages.
  17. ArtArts and SciencesTraining as a painter or sculptor; a percentile roll sets the character's talent tier, from amateur to master, and higher tiers bring commissions, fees and Charisma bonuses with admirers.
  18. BarbarianBackgroundTribal or nomadic upbringing. Choose 2 of: Woodcraft, Hunting/Fishing/Trapping, Barter, Swimming, Sign Language, Riding.
  19. BarterBackground100 XPFair trades; a WILL save gives about 10% profit. 100 XP.
  20. Basic SeamanshipBackground200 XPPilot small boats. 200 XP.
  21. BoxingCombat1,000 XPDoubles fist attacks; knockouts possible.
  22. BrawlingCommon AbilitiesUnskilled unarmed fighting, with the non-proficiency penalty.
  23. Camouflage/AmbushWoodlore1,000 XPUsing brush, branches and vines to conceal people or gear in natural surroundings, for hiding or setting an ambush.
  24. CartographyArts and SciencesMapping skill: the character can chart any terrain accurately, avoids getting lost while mapping, and can often make sense of odd or foreign maps.
  25. CatwalkThievingBalance for crossing narrow footing such as beams, fence tops and wall tops; with enough practice it extends to tightropes.
  26. ChirographyArts and SciencesCareful copying of maps and ordinary documents, even in scripts the copyist cannot read; spell casters can also duplicate magical scrolls.
  27. City DwellerBackgroundBig-city upbringing. Choose 2 of: Streetwise, Haggling, Drinking, Gambling, Reading/Writing, one Additional Language.
  28. ClimbingCommon AbilitiesAnyone can climb; hard climbs need a save vs DEX.
  29. CommandCombat500 XPLead large bodies of troops.
  30. ConThievingTalking someone into doing what they otherwise would not, such as accepting a bribe, buying stolen goods or lending money.
  31. DecipherThievingWorking out the meaning of odd scripts, codes and inscriptions; at full mastery the character can even cast spells from scrolls, at some risk.
  32. Detect/Disarm/Set SnaresWoodlore1,000 XPSpotting, disarming and setting snares, from small-game loops to snares built for large or specific creatures.
  33. Detect/Disarm/Set TrapsThievingFinding, disabling and rigging small traps.
  34. Diplomacy/ProtocolArts and SciencesNegotiation and courtly etiquette, most useful when dealing with nobles, clergy and other high-status people.
  35. DraftingArts and SciencesMain skill of architects and engineers.
  36. DrinkingBackground100 XP per acquisitionA bonus on CON saves against alcohol, which can stack, but repeating it risks addiction. 100 XP.
  37. EssencesMagical/AlchemicalDistilling pure essences (Philosopher's Stone, True Gold and others) with alchahest, used to enchant items by daily dousing.
  38. Evade PursuitThievingShaking off pursuers through speed, stealth and false trails.
  39. Finding a Track or TrailCommon AbilitiesSave vs PER to spot tracks. Actually following them needs a skill.
  40. ForgeryThievingFaking official papers, signatures, seals and sigils; only someone who knows the genuine article can spot the fake.
  41. GamblingBackground50 XP+1 on gambling rolls. 50 XP.
  42. GolemsMagical/AlchemicalBuilding clay, stone or metal golems and living statues animated by alchemy or magic.
  43. Greater Magic ItemsMagical/AlchemicalEnchanting items with permanent powers that renew each day.
  44. HagglingBackground100 XPBuy up to 10% cheaper on a CHA save. 100 XP.
  45. Healing ArtsArts and SciencesMedical knowledge: the character can identify what ails a patient (disease, poison, madness, lycanthropy) and prepare simple healing salves.
  46. Herb LoreWoodlore1,000 XPRecognizing common herbs and plants, knowing what they are used for, and storing them so they don't spoil.
  47. Herbal ElixirsMagical/AlchemicalShort-lived, potion-like herbal drinks brewed on a water base; requires Herb Lore plus Herbal Remedies or Philtres. 2,000 XP.
  48. Herbal RemediesMagical/AlchemicalThe most primitive low-magic mixtures: brews and salves boiled from whole plants in water, with minor magical healing or curative effects.
  49. HideThievingStaying unseen in shadows, behind curtains, in tall grass and similar cover; the trained version of the common hiding ability.
  50. HidingCommon AbilitiesWorks if the hiding place is good, by common sense.
  51. Holy ItemsMagical/AlchemicalMaking holy oil, holy symbols, holy water, sacred articles and votive candles; limited to practitioners of Divine Magic or Mysticism.
  52. Homonculi and Aqua VitaeMagical/AlchemicalBrewing aqua vitae and using it to give artificial life to homonculi.
  53. HorticultureArts and SciencesGrow almost any plant.
  54. Hunting/Fishing/TrappingWoodlore1,000 XPKnowing where and how to hunt, fish and trap, and how to dress and cure meat, hides and pelts.
  55. InfiltrateThievingBlending unnoticed into a group of humans or humanoids by acting the part, backed by the right clothing and knowledge of their customs; it does not allow posing as a specific known person.
  56. Internal AlchemyArts and SciencesA discipline of Mysticism that lengthens life by half, makes the practitioner look about half their true age from around 40 on, and keeps body and mind sharp into old age.
  57. InterrogateThievingExtracting information from an unwilling subject by verbal abuse, threats or torture; the subject resists with repeated WILL saves.
  58. InventingArts and SciencesDesigning and building new devices within ancient-era technology, or magical inventions with a spell caster's help; only scholars with Drafting may learn it.
  59. JugglingPerformingJuggling several balanced objects indefinitely, plus skill at throwing hand-held items and catching missiles thrown at the character.
  60. Keeping AfloatCommon AbilitiesNon-swimmers save vs DEX each round in deep water or go under.
  61. Knife-throwingPerformingSpecialist skill with balanced throwing knives, improving accuracy and letting the thrower aim at specific spots at close range.
  62. LeapingCommon AbilitiesUnencumbered leap distance based on DEX, adjusted by race.
  63. LegerdemainPerformingSide-show 'magician' tricks: sleight of hand (card tricks, shell games, palming small objects) and ventriloquism.
  64. LinguisticsArts and SciencesThe study of languages.
  65. Lip-ReadingThievingFollowing a conversation by watching the speaker's lips, without having to get within earshot.
  66. Lock-PickingThievingOpening most kinds of locks without the key.
  67. MachinaMagical/AlchemicalConstructing iron machine-creatures such as iron horses, cobras, spiders and dragons.
  68. Magic Staves, Rods and WandsMagical/AlchemicalEnchanting staves, rods or wands that hold many spell charges and can be recharged.
  69. Magical MixturesMagical/AlchemicalPreparing magical inks, fragrant oils, fumes and conjuring powders used in rituals and scroll-making; requires Read Magic. 2,000 XP.
  70. Magical Weapons and ArmorMagical/AlchemicalEnchanting weapons, armor or shields with bonuses or spell-like powers.
  71. Martial Arts ICombat2,000 XPUnarmed fighting techniques: doubled bare-handed strikes that can parry weapons, damaging kicks or leg sweeps, throws after a parry, and a dodge bonus.
  72. Martial Arts IICombat1,000 XPAdvanced martial techniques: the armor-piercing knife hand, dodging missiles, jump kicks and breaking wooden boards or doors.
  73. Minor Magic ItemsMagical/AlchemicalEnchanting a high-quality item to store 1-7 spells, which must be recharged after use.
  74. Mountain ClimbingWoodlore500 XPMountaineering: scaling cliffs and slopes, handling ledges and overhangs, and picking the safest route.
  75. Mounted Combat ICombat1,000 XPFighting from the saddle without losing combat effectiveness; it does not cover shooting from horseback.
  76. Mounted Combat IICombat1,000 XPLance skill and a bonus for fighting from any steed, plus the ability to break and train animals or monsters as mounts.
  77. Moving SilentlyCommon AbilitiesSave vs DEX without the Stealth skill.
  78. MusicArts and SciencesTraining as a singer or instrumentalist; a percentile roll sets the talent tier, and better musicians gain Charisma bonuses, free meals and, at virtuoso level, a magical sway over listeners.
  79. NaturalismArts and SciencesKnowledge of the plants and animals native to the character's home continent, including any unusual traits they have; the range can grow through travel and study.
  80. NavigationArts and SciencesPlot a course for a sea-going ship.
  81. Necromantic RitualsMagical/AlchemicalNecromancer rites: the accursed temple, necromantic golems and the uzat amulet.
  82. Noticing Hidden Persons or CreaturesCommon AbilitiesSave vs PER when actively searching; also used for secret doors and lost items.
  83. OratoryPerformingMove an audience to a chosen mood, e.g. antipathy, fascination or boredom.
  84. OutcastBackgroundCriminal, beggar or escaped-slave upbringing. Choose 2 of: Streetwise, Street Fighting, Thieves' Cant, Gambling, Drinking.
  85. PhiltresMagical/AlchemicalBrewing wine-based philtres that force an emotion or reaction on whoever drinks them; requires Read Magic. 2,000 XP.
  86. Picking PocketsThievingLifting small items or cutting purses from people without being noticed.
  87. PotionsMagical/AlchemicalBrewing potions that give the drinker temporary magical powers; requires Read Magic, Philtres, and Magical Mixtures or Herbal Elixirs. 2,000 XP.
  88. Read MagicArts and SciencesDecipher magical writing; also needed by non-casters to use spell-bearing items.
  89. Read TracksWoodlore1,000 XPReading a set of tracks for what made them, how many there were and how old they are.
  90. Reading/WritingBackground500 XPLiteracy in one's own language, rare in the setting. 500 XP.
  91. RidingBackground100 XPHandle a horse or burro at speed (not mounted combat). 100 XP.
  92. RunesMagical/AlchemicalEngrave runic devices. At most 3 per person except for witches, warlocks, druids and shamans.
  93. Scaling WallsThievingClimbing even sheer natural or built walls, well beyond ordinary climbing ability.
  94. ScoutingWoodlore1,000 XPWilderness scouting: moving unseen through wild country on foot or mounted, shaking off pursuit there, and spotting others trying to do the same; scouts also travel rough terrain faster.
  95. ScrollsMagical/AlchemicalInscribing a single spell onto a scroll in a one-hour ritual; only spell casters can do it, and each scroll counts as a spell cast that day.
  96. Side Show TalentsPerformingCarnival feats: harmlessly swallowing small objects (and sword-swallowing or fire-breathing acts), and contortionism, including squeezing through tight gaps and slipping out of bonds.
  97. Siege WeaponsCombat1,000 XPFiring, operating and maintaining catapults and ballistae.
  98. Sign LanguageBackground250 XPShared hand language of primitive and barbarian peoples. 250 XP.
  99. Spell CastingProfession ability (listed in skill tables)Listed at level 1 in the skill tables of most spell-casting professions; the book gives it no skill description or XP cost (rules in Chapter 3, The Beginning Spell Caster).
  100. StalkingWoodlore1,000 XPMoving silently through almost any terrain and following creatures without being noticed, once they have been sighted.
  101. StealthThievingMoving and performing thieving tasks without making noise.
  102. Street FightingCombat500 XPSkilled brawling: the character is proficient at fist-fighting instead of taking the non-proficiency penalty that plain Brawling carries.
  103. StreetwiseBackground+2 on CHA saves when dealing with outcasts and thieves. Only learned by living among outcasts.
  104. SwimmingBackground50 XPSwim competently. 50 XP.
  105. TailingThievingFollowing a person you have already spotted without being noticed or losing them; this is shadowing, not tracking.
  106. TheologyArts and SciencesThe study of religions.
  107. Thieves' CantThievingThe secret argot shared by rogues, spies and assassins, taught to outsiders only if they are fully trusted.
  108. Toxic PowdersMagical/AlchemicalMaking noxious powders that can be slipped into food, thrown or blown at victims; no prerequisite. 2,000 XP.
  109. TrackingWoodlore1,000 XPFinding and following even faint trails left by most walking creatures, with difficulty rising for weather, age of the trail and hard ground.
  110. Venoms and PoisonsMagical/AlchemicalConcocting blade venoms and ingested poisons, a risky process for the maker; no prerequisite. 2,000 XP.
  111. VillagerBackgroundVillage or hamlet upbringing. Choose 2 of: Haggling, Additional Language, Basic Seamanship, Barter, Swimming, Riding.
  112. Weapon SpecializationCombat1,500 XPFocused mastery of one weapon the character already knows, adding damage as the character rises in level.
  113. Weapon TrainingCombat1,000 XPGain proficiency with one more weapon, or +1 with a single known weapon; the only way for untrained fighters to improve in combat.
  114. WoodcraftWoodlore1,000 XPWilderness survival: foraging a meal, finding drinkable water, finding or making shelter, and lighting a fire in bad weather.
  115. WrestlingCombat2,000 XPSkilled grappling: takedowns (including slams), restraining holds and easy escapes from holds.
  116. Zen ArcheryCombat2,000 XPA mystical archery talent.