Skills

You gain 10 Skill Points per level (plus up to 40 at level 1; depending on Race).

You may divide these points however you wish amongst the skills below. The maximum investment in any one skill is equal to your current level plus 5.

Agility

;Uses:

Catfall Ignore one die of falling damage per rank of Agility.
Balance Roll to not fall off things. See d20
Other mundane stuff See d20, I'm lazy

Block

;Uses:

Block See Shields.

Concentration

;Uses:

Resist Interruption If spell is interrupted, Concentration can prevent the spell being lost. (see d20)
Narrow Spell Reduces a spell's area by half, adding +100% damage to remainder. If new area is less than 2 squares (burst 2, cone 2, etc) becomes a single-target. Can also narrow a cone into a line x2, line x2 into line x1, etc. Costs 1 Focus per stack.
Tie Off You may "tie off" a spell on which you are currently concentrating by spending Focus equal to the spell's original Mana cost. The spell remains sustained without requiring your concentration, as long as you remain conscious, within range, etc.

Dodge

;Uses:

Dodge At-will; you completely avoid a targeted attack. Must exceed attacker's hit check with your Dodge check. Requirements: attack must be damaging or debilitating, must be aware of attacker and attack, front arc only, targeted only.
Dodge Flanks As Dodge, but against flanks, with a -10 penalty.
Dodge Rear As Dodge, but against rear arc, with a -20 penalty.

Fortitude

;Uses:

Fort Save You roll it.
Other uses Forced march, endure elements, all that stuff nobody ever does anymore.

Initiative

;Uses:

Roll Initiative Determines order of combat.

Melee

;Uses:

Attack Used to make melee attacks.
Charge At-will, std, melee; you move up to twice your base movement in a straight line, then attack once for +50% damage.
Power Attack Augment; by spending 1 Stamina, you add +100% damage to a melee attack. Stackable.damage.
Disarm At-will, std, melee; attack does no damage, but if defender fails an opposed Melee check (weapon size modifiers apply), he drops his weapon. Subject can avoid the disarm, but provokes an attack of opportunity (which cannot be a disarm).

Parry

;Uses:

Parry At-will; you completely avoid a targeted physical attack. Must exceed attacker's hit check with your Parry check. Requirements: attack must be damaging or debilitating, must be aware of attacker and attack, front arc only, targeted only, attack must be physical.
Parry Flanks As Parry, but against flanks, with a -10 penalty.
Parry Rear As Parry, but against rear arc, with a -20 penalty.

Perception

;Uses:

Spot See Spot run.

Persuasion

;Uses:

Skill Use Action Description
Bluff One minute or longer You can attempt to deceive a target. This can be accomplished by words (lying), visual (disguise), or simply by attempting to leave out critical details (blend into the background, omit information from a deposition).
Influence One minute or longer You can attempt to change an unfriendly or neutral character's demeanor towards you or a target you specify on a short-term basis. You may make a skill check against a moderate skill challenge to make a neutral target friendly, and skill check against a difficult challenge to make an unfriendly target neutral. Failure by 5 or more indicates a negative progress of one step.
Negotiate One minute or longer You can attempt to persuade a character to do something, whether it is sell you an object at a lower price, give up a desired goal, or accept a new situation. Opposed by Persuasion. Modified by Influence.

Ranged

;Uses:

Ranged Attack Used to resolve a ranged attack.
Automatic Fire Requires a weapon with this capability; after each attack, you may attack the same target again, but with a cumulative -5 penalty. You may continue this until you run out of ammunition, if desired.
Aim At-will, move or swift; choose one target. You gain a +5 bonus to hit and crit with your next ranged attack against that target; lost if you move, or target leaves current range increment. Stackable; each repeat action increases bonus and renews duration; can be stacked up to once per rank of the skill.

Security

;Uses:

Open Lock Blee.
Find Trap Bloo.
Disarm Trap Blarg.
Find Secret Doors Fooble.

Spellcraft

;Uses:

Cast a spell Used for casting spells (ritual or ad-hoc casting). See Spellcraft for details
Identify a spell Identify a spell being cast.
Counterspell Nullify a spell as it is being cast.
Dispel Nullify a spell after it has been cast.
Still Spell Costs 1 Focus; spell requires no somatic components.
Silent Spell Costs 1 Focus; spell requires no verbal components.
Perfect Spell When you critically succeed on a spell attack, the spell's base mana cost is reduced to 0. (Metamagic costs still apply)

Stealth

;Uses:

Hide At-will, swift, requires concealment; you hide, becoming invisible to anyone who fails a Perception check against your Stealth roll. Movement and sound break the effect, as does loss of your concealment.
Move Silently You can stay hidden after using Hide, provided you do not leave concealment, and do not exceed 50% movement rate.