Adjustments
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Assistive Items
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Contracts (4)
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Customizations (5)
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Services (6)
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Shields (3)
Siege Weapons
Spellhearts
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Wands (3)
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Worn Items (5)

Rules Index | GM Screen | Player's Guide


Chapter 4: Skills

Key Ability

Source Core Rulebook pg. 233 2.0
Each skill is tied to a key ability. You add your modifier for this ability to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with Stealth uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key ability for each skill is listed on Table 4–1: Skills, Key Abilities, and Actions on page 235 and also appears in parentheses following the skill’s name in the descriptions on the following pages. If the GM deems it appropriate for a certain situation, however, they might have you use a different ability modifier for a skill check or when determining your skill DC.