×   Part 1: The Basics Chapter 0: Creating a Character Chapter 1: Ability Scores Chapter 2: Skills Chapter 3: Proficiency Chapter 4: Health Chapter 5: Defenses Chapter 6: Saves Chapter 7: Resting Chapter 8: Size
Iron & Aether
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Part 1: The Basics   ☰

Chapter 2: Skills

Skills of all kinds are necessary to not just an adventuring party’s survival, but their success as well. In this chapter are described, in detail, each and every one of the skills in I&A, as well as a brief treatise on how to increase your proficiency with them.

Action Skills

Action Skills are used whenever you want to perform certain actions in the world around you. There are a wide variety of skills used to perform a wide variety of actions, and they have each been categorized under one of the seven Ability Scores and are detailed below. Every character at level 1 starts 1 proficiency in each Action Skill, and your Background (and possibly your Heritage) will grant you a few more proficiencies, though you can always gain proficiency in more as time goes on.

To make an Action Skill check, simply roll the same number of d10s as your proficiency in the skill, then add the appropriate Ability Score; if the result is > the DR of the check, then you succeed! If your proficiency with a skill is 0, then just roll 1d6 and add the appropriate score. Though most Action Skills use the Ability Score it is categorized under, there are times when the GM might require you to make a skill check using a different score. In these instances, you still roll the appropriate number of d10s, however instead of adding the score you would normally use, you instead add the score specified by the GM.

It takes 1 Skill Point (SP) to increase your proficiency with an Action Skill, and all Action Skills have a proficiency cap of 5, though like Ability Scores, special features can increase this cap to 6. You gain 1 SP every time you level up.


The purposes of the Climb and Swim skills are twofold: the first is to give their user a climbing/swimming speed equal to double their proficiency + double their STR score, and the second is to be able to climb or swim in difficult situations or whenever a significant challenge to the activity is present.

Climb. Climb checks are needed whenever a creature faces a challenge in scaling a relatively vertical surface, such as the rope they’re climbing being cut, some force shaking the wall the are hanging onto, or a creature attempting to pull them off the surface they are scaling.

Swim. Swim checks are required whenever a non-aquatic creature attempts to swim through troubled waters or other difficult situations, such as upstream, in a storm, or with another creature on their back.


Sleight of Hand. Sleight of Hand checks are required whenever a creature attempts to perform some sort of trickery or deceitful maneuver with their hands. Some examples include pickpocketing, planting an object, or concealing something on your person.

Stealth. Stealth is used whenever a creature attempts to conceal themselves from others or hide in their surroundings. Some examples include hiding from pursuers, camouflaging oneself using the terrain, or sneaking past an unaware enemy. Stealth checks should be contested by the opposing party’s Perception checks.


Arcana. Arcana is used when studying enchanted items, concoctions, and other arcane effects such as eldritch glyphs or a sampling of Aetherite. Some examples include checking for arcane traps, determining the properties of an enchanted item, or figuring out what effect a given concoction will have.

Lore. The Lore skill is used when you wish to discern or recall information about a specific part of the world, including religious information. Perhaps you wish to remember the history behind a specific enchanted item, recall the role a specific location played in some event, are trying to learn who the leader of a given region of land is, or want to recall the specifics of a specific religious ritual.

Mechanics. Mechanics is used to discern how a machine works and what it is designed to do. Passing a Mechanics check will allow a character to understand the workings of a machine and/or its components, or allow them to alter its function in a desired way – provided they have the necessary tools, components, and ability to do so.

Medicine. The Medicine skill tells of your ability to discern and diagnose various illnesses or the nature and effects of grisly wounds. Additionally, your proficiency in Medicine Kits is equal to your proficiency in Medicine -1. The uses for Medicine Kits are detailed below, under "Tool Skills". Lastly, Medicine can be used to harvest crafting parts and Alchemy Ingredients from creatures you slay, though when this skill is used in that way, you add your DEX to the check instead of your INT.

Nature. Nature is used whenever you want to recall information on a specific aspect of something found in the natural world, such as a creature, plant, or gas. Examples include learning about a specific breed of beast, remembering information about a monster in the middle of a fight, or identifying the effects of a gas.


Appraisal. Appraisal is used to discern the monetary value of items, and if they might be worth more to some people than to others; it is also used to determine a weapon's quality. Some examples include figuring out the worth or rarity of a gem, how much an ancient artifact would fetch for, or what the quality of a given weapon is.

Beast Handling. Beast Handling comes into play whenever you attempt to gain control of or domesticate a beast. Hungry, scared, or angry beasts will require higher Beast Handling checks than beasts that have been calmed or placated in some way.

Insight. Insight is used when trying to discern someone’s true motives, emotions, or current mental state. Examples include telling if someone is lying, determining how someone feels about received news, or determining whether or not someone is presently hostile to you.

Navigation. Navigation is used to find your way and prevent yourself from getting lost, especially in unfamiliar terrain. Examples include navigating rough waters, finding your way through a foreign swamp, and forging your way up a mountain. Navigation is also used when traveling.

Perception. Perception determines your ability to - unsurprisingly - perceive the goings-on in the world around you and not get caught unawares. If a character or player wishes to, they can specify which sense they want to focus their perceptions on, such as seeing, hearing, smelling, etc., which may give them advantage or nullify the disadvantage they would have when using a different sense. For GMs, if a player does not specify which sense they are using, assume they are perceiving with all of their senses equally. A character's immediate surroundings, such as the weather or their lighting may affect their ability to perceive. Some examples include searching a room, listening for the approach of enemies, or sniffing the air to see if something smells amiss. For both PCs and NPCs, if a character is sneaking up on or around another, the party that is not sneaking must make a Perception check contested by the sneaking party’s Stealth check to determine if the sneaking party is detected or not.

Survival. Survival is used primarily for tracking, hunting, and surviving in the wilds. The amount of food and water found during rests is determined via Survival checks. Additionally, Survival can be used to harvest crafting parts and Alchemy Ingredients from creatures you slay, though you add your DEX to the check instead of your WIS when using the skill in this way. Examples include tracking a creature(s) through a forest, hunting for game to survive, or finding food that is safe to eat.


Beguilement. The purpose of Beguilement checks is twofold: the first is when direct deception is called for, such as lying or attempting to disguise yourself; the second is when you are performing in some way, such as via acting or performing impressive physical feats. The reason for this is because lying and performing largely requires the same underlying talents, so hybridizing them into a single skill is just efficient.

Intimidation. Intimidation is used whenever you wish to "coerce" another being into submitting to your will. When a creature makes an Intimidation check, the creature they are attempting to intimidate should make a Willpower save against their check to see if they resist the attempt. Examples include forcing someone to follow your orders, scaring someone out of a fight, or intimidating others into avoiding you.

Persuasion. Persuasion is used when you/your character believes diplomacy would be most suited to a given situation, and wishes to use their words instead of fear or violence. Examples include bartering on the price of goods, convincing a guard to let you go free, or diplomatically resolving a tense situation.

Tool Skills

Tools are an important part of not just an adventurer’s work, but any craftsman, artisan, or other skilled worker - after all, where would a thief be without her lockpicks, or an alchemist without his mortar and pestle? Proficiency with Tool Skills goes up the same way proficiency with Action Skills does, via Skill Points. Like Action Skills, it takes 1 SP for proficiency with a Tool Skill to increase by 1, and all Tool Skills have a proficiency cap of 5 that can be increased to 6 through special means.

Checks with Tool Skills are made similarly to Action Skill checks, in that you roll a number of d10s equal to your proficiency in the appropriate skill (or 1d6 if your proficiency is 0); also like Action Skills, the bonus to your roll is one of your Ability Scores, however which it is depends on exactly what you are doing, and is up to the GM. For example, the bonus to a check with Thieving Tools to pick a lock would be your DEX score.

Components. Every set of tools is made up of a handful of components. Someone who has > 1 proficiency in a set of tools is familiar with all of its components and knows how to use them.

Action Skills. Most every set of tools directly relates to and/or benefits > 1 Action Skill(s). If proficiency with a set of tools directly relates to a specific skill pointed out in the tool’s description, then when making checks on that Action Skill, you may add your proficiency in the Tool Skill to your Action Skill check. You can add this bonus from multiple sets of tools.

Special Use. In addition to aiding with Action Skill checks, many tools also have a handful of other activities they can be used for, such as brewing concoctions, fixing armor, or patching up an ally. Special uses for each set of tools are described after the Action Skills that that set of tools gives a bonus to, though there may be some others that aren’t listed. If you think of a special use, discuss it with your GM.

Sample DRs. Lastly, for each set of tools, some sample DRs are given for various activities that can be performed using the described tools. The activities given are by no means an exhaustive list, merely some examples.


Components. Alchemy Supplies are comprised of a mortar and pestle, vials and flasks of various sizes and shapes, and a distillation set.

Action Skills. When making a check that involves any sort of chemicals, concoctions, reagents, alchemical processes, or the like, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Mechanics, Medicine, Nature, Perception, and Survival.

Gather Alchemy Ingredients. Concoctions require ingredients to be brewed, and you can use your downtime to gather these ingredients, the details for which are covered here.

Perform Alchemy. These tools can be used to brew concoctions and enchant items via alchemy (assuming you have the time and resources).

Make Gunpowder. Using 3 Aeons' worth of sulfur, charcoal, and saltpeter, you can use these tools to craft a pound of gunpowder (DR below). Failing this check causes you to take 2d6 burn damage, reduced only by your Natural Armor.

Activity DR
Identify a non-concoction substance 10
Craft gunpowder 14
Neutralize an acid or a base 22
Create a smoke bomb Varies
Identify a concoction and its effects Varies


Components. Art supplies are made up of several pencils, colored dyes and paints, paintbrushes, a palette, a 3x3 easel, enough clay to create a 1-cubic-foot sculpture, and various sculpting tools.

Action Skills. When making a check that involves any sort of piece of artwork, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Insight, Lore, Perception, and Persuasion.

Create Art. During your downtime, you can create an art piece of your choosing.

Activity DR
Mold small clay figurine 10
Create forgery 25


Components. Blacksmithing tools are comprised of a hammer, tongs, and a whetstone. Without a forge, anvil, and crucible, these tools are not very useful.

Action Skills. When making a check that involves any sort of metal equipment or smithing materials, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Lore, Mechanics, Nature, and Perception.

Forge and Repair Equipment. Assuming you have a forge and the proper materials at your disposal, you can spend some of your downtime forging new equipment for you or your allies. How difficult it is to repair equipment is generally determined by how badly damaged the equipment is, but a good guideline to follow is half the DR to create the piece from scratch.

Activity DR
Forge a weapon Varies
Forge armor Varies
Repair a weapon Varies
Repair armor Varies


Components. Used to build wooden structures, these tools are comprised of a hammer, some nails, a hatchet, a saw, an adze, a plane, and a chisel.

Action Skills. When making a check that involves a wooden construction of some form, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Mechanics, Perception, and Persuasion.

Construct. Given an appropriate amount of wood and time, you can build a construction of your choice. The quality – including the structural stability – of your construction is determined by the result of your check.

Activity DR
Build wooden furniture 8
Reinforce a door or window 10
Design a simple wooden structure 14
Find a weak point in a wooden structure 18
Design a complex wooden structure 24


Components. Cartography tools are comprised of a compass, a ruler, calipers, a pencil, a pen, and some ink.

Action Skills. When making a check that involves a map or navigational documents you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Insight, Lore, Perception, and Persuasion.

Create a Map. During your travels or downtime you can draw a map to keep track of your progress and keep your group from getting lost; you can also attempt to create a map during your downtime. The result of your check determines the quality and accuracy of the map.

Activity DR
Estimate direction and distance to a landmark 8
Determine the age and origin of a map 12
Discern the accuracy of a map 16
Fill in missing parts of a map 18


Components. Cooking supplies are comprised of a small multitude of pots and pans, a ladle, a stirring spoon, and some basic utensils.

Action Skills. When making a check that involves food, cooking, or ingredients, you can add your proficiency with these tools to the following skills: Appraisal, Beguilement, Insight, Nature, Perception, and Survival.

Cook a Meal. During your downtime, you can whip up a delicious meal for < 5 people (or more, though this takes longer), provided you have the ingredients. The consumer then has their Health restored by an amount equal to the result your check. You can also prepare rations during your downtime, which restore an amount of Health equal to half your check.

Activity DR
Determine the quality of a meal 5
Duplicate a simple meal 6
Duplicate a gourmet meal 22


Components. A disguise kit utilizes various cosmetics such as makeups, hair dyes, a multitude of props, and several articles of clothing.

Action Skills. When making a check that involves cosmetics, disguises, or costumes (not including perceiving someone in a costume), you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Insight, and Nature.

Create a Disguise. During your downtime you can create a disguise for yourself or someone else. The Perception DR to see through your disguise is equal to the result of your check. Creating any sort of full disguise or costume completely uses up the kit, while smaller activities such as covering up distinguishing marks will only use part of it, such as ½ or ¼, at your GM’s discretion.

Activity DR
Slightly alter your appearance 5
Cover injuries or distinguishing marks 8
Copy the appearance of a Sentient of similar heritage 22
Copy the appearance of a Sentient of differing heritage 35


Components. An explosives kit is made up of various vials, flasks, a mortar and pestle, a measuring cup, a funnel, and a scale. The kit does not include any gunpowder or the ingredients to make it, however each of those things can be purchased or created using Alchemy Supplies.

Action Skills. When making a check that involves explosives, gunpowder, or any sort of volatile and dangerous substance or chemical, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Intimidation, Mechanics, Nature, Perception, Persuasion, and Sleight of Hand.

Create Explosives. During your downtime and with the right materials, you can craft various explosives.

Activity DR
Determine the strength of an explosive 10
Create a smoke bomb Varies
Disarm an explosive Varies


Components. These tools are comprised of several different types of ink, parchments, wax, gold and silver leaf, a multitude of quills, and a handful of small tools to sculpt melted wax into a seal.

Action Skills. When making a check involving seals and official documents, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Insight, Lore, Perception, and Persuasion.

Create Forgery. During your downtime, you can forge an official document. The result of your check sets the Perception DR to detect the falsehood of the forgery.

Activity DR
Duplicate a wax seal 15
Mimic handwriting 24


Components. Like Musical Instruments, there are multiple Gaming Sets in Iron & Aether, but for simplicity’s sake they have been narrowed down to 3: Cards, Dice, and Juggling.

Action Skills. When making a check that involves a Gaming Set that you have proficiency in, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Insight, Lore, Mechanics, Perception, Persuasion, and Sleight of Hand.

Play. During your downtime, you can play games using any Gaming Set in your possession. When playing, it is up to you whether you wish to gamble or just play a friendly game. In either case, your check is contested against your opponents’ checks.

Activity DR
Catch a player cheating Contested
Cheat Contested


Components. These tools, used to clean and repair firearms, are made up of a metallic brush, a small screwdriver, and a pair of pliers.

Action Skills. When making a check involving flintlocks, arquebuses, repeaters, revolvers, or any other kind of firearm (excepting blowguns or crossbows of any kind), you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Insight, Intimidation, Lore, Mechanics, Perception, and Persuasion.

Make Bullets. During your downtime you can use these tools to create bullets for a repeater or revolver.

Activity DR
Disable a gun 8
Repair a gun 15


Components. An herbalism kit is comprised of a pair of shears, a small pair of clippers, a magnifying glass, an eyedropper, a mortar and pestle, and a handful of small vials and containers.

Action Skills. When making a check involving herbs, spices, plants, or other flora, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Insight, Lore, Medicine, Nature, Perception, Persuasion, and Survival.

Brew Weak Concoctions. Using your knowledge of various flora and their effects, you can spend your downtime brewing weak concoctions using materials that you have bought or gathered.

Gather Alchemy Ingredients. Concoctions require ingredients to be brewed, and you can use your downtime to gather these ingredients, the details for which are covered here.
Activity DR
Identify a plant 8
Safely harvest a dangerous plant 12
Discern a plant’s effect(s) 16


Components. Jeweling Tools are made up of a small microscope, a magnifying glass, a set of scales, a pair of tweezers, a pair of pliers, a small hammer, a small saw, and a file.

Action Skills. When making a check involving any sort of jewel or precious mineral, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Insight, Lore, Nature, Perception, and Persuasion.

Cut Gems. Using these tools, you can carve and shape gems and other precious minerals into shapes and designs of your choice, within reason. The value, in Aeons, of the gem you cut is equal to 3 times the result of your check.

Activity DR
Identify a gem 8
Determine a gem’s recent history 14
Find a weak point in a gem 20


Components. Leatherworking tools are comprised of a small knife, an awl, an edger, a hole punch, and several lengths of thread.

Action Skills. Whenever making a check involving any sort of leather goods, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Insight, Nature, Perception, Persuasion, and Survival.

Tan Hides. You can tan hides and animal skins in your possession, turning them into leather over the course of 6 days.

Make Armor. During your downtime, you can craft leather and hide armor.

Activity DR
Repair a pair of leather gloves/boots 5
Craft a pair of leather gloves/boots 10
Repair hide armor 10
Repair leather armor 14
Craft hide armor 20
Craft leather armor 28


Components. Used to construct stone structures, masonry tools include a trowel, a hammer, a ruler, a chisel, and some brushes.

Action Skills. When making a check involving any sort of stone structure or construction, you can your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Climb, Insight, Mechanics, Nature, Perception, and Persuasion.

Demolish. Using your knowledge of stonework, you can find and exploit the weak points of a stone structure, allowing you to easily tear it down however you see fit.

Activity DR
Chisel a hole into a stone wall 10
Find a weak point in a stone wall 14


Medicine Kits are a special skill, as they are the only Tool Skill that a character can get better with by increasing a corresponding Action Skill: specifically, proficiency in Medicine Kits is equal to a character's Medicine proficiency -1, unless a character specifically spends 1 SP to make the two equal.

Components. A medicine kit is comprised of a surgical needle and thread, a small pair of scissors, several lengths of gauze, a collection of various sizes of small, adhesive, single-use bandages, and a sampling of pain-relieving drugs.

Action Skills. Because of Med Kits' special relationship to the Medicine skill, they do not also double as a bonus to that skill.

Healing. A single medicine kit can be used to heal a single person over a variable period of time - from 10 minutes to an hour depending on what exactly is being done and how injured the person is. To do this, a character who is proficient with Medicine Kits and has at least one in their inventory makes a check with it on a creature of their choice; the creature that the kit is being used on regains an amount of Health equal to the total result of the roll. Alternatively, instead of taking the full length of time, the creature making the check can take 15 seconds to apply the kit less effectively, healing the subject by an amount equal to half the result of their check. Either way, the kit is consumed and its components are completely used up. This does not work on Automata; instead, Tinkering Tools must be used.

Stabilizing. If a creature is Enduring, someone who is proficient with Medicine Kits and has one can attempt to stabilize them. To do this, that character can use 4 actions to make a check on the Enduring creature; this check has a DR equal to the current save DR of the Enduring creature. If this check succeeds, the creature is stabilized and no longer needs to make saves; if the check fails, the Enduring Save DR increases by 5, to a maximum of 20; if you get a Partial Success, the creature is not stabilized but neither does the save DR increase. The kit is consumed regardless of success or failure. This does not work on Automata; instead, Tinkering Tools must be used.

Activity DR
Staunch bleeding 8
Temporarily relieve disease/poison symptoms Varies


Components. A musical instrument is made up of just the instrument itself. There are as many instruments in I&A as one can think of, but for the sake of simplicity, there are four instruments described here: the Drum, the Flute, the Lute, and the Viola. Each is an example of one type of instrument: percussion, wind, plucked string, and string, respectively. Your proficiency with one type of instrument does not extend to the other types.

Action Skills. When making a check involving musical instruments, you can add your proficiency with these tools to the following skills: Appraisal, Beguilement, Insight, Lore, Mechanics, and Perception.

Perform. Using an instrument in your possession, you can add the full result of a check with these tools to a Beguile check as you use this instrument to perform.

Activity DR
Tune an instrument 12


Components. Navigation Tools contain a sextant, a compass, calipers, and a ruler.

Action Skills. When making a check involving navigating or tools used to do so, you can add your proficiency with these tools to the following skills: Appraisal, Beguilement, Insight, Lore, and Mechanics (for Navigation, see "Navigate" below).

Navigate. Navigation tools, unsurprisingly, make navigation easier. Whenever attempting to find your way to another place, particularly to someplace you’ve never been before, you can use these tools to help you find your way. If you have just a compass, you have advantage on your Navigation checks to find your way to your destination; if you have a full set of Navigation Tools, you still have advantage and you can add half the result of a check with these tools to your Navigation check.

Activity DR
Read a map 4
Plot a course 10
Discover your position on a map or nautical chart 20


Components. Thieving Tools are comprised of a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Action Skills. When making a check that involves some sort of trap or lock, you can add your proficiency with these tools to the following skills: Mechanics, Perception, and Sleight of Hand.

Set Traps. Using these tools and your knowledge of the workings of traps you can make a check to spend an appropriate an amount of time creating and setting various traps provided you have the materials available. The total of your check becomes the DR for someone else to disarm your trap, and the damage your trap deals (if it is a damage-dealing trap) is a number of d6s equal to your proficiency.

Activity DR
Disable a trap Varies
Discern how a trap works Varies
Pick a lock Varies


Components. Tinkering tools include a variety of small hand tools (wrenches, pliers, wirecutters, etc.), some needles, some copper wires, nuts and bolts, and some glue.

Action Skills. When making a check that involves a mechanism, machine, or device, you can add your proficiency with these tools to the following skills: Appraisal, Beguilement, Insight, Intimidation, Lore, Mechanics, Nature, Perception, and Persuasion.

Repair. Using an hour of your time and these tools, you can make a check to repair a damaged device. The amount of Health the device regains is equal to the result of your check; this also applies to Automata, in much the same way medicine kits work on organic creatures.

Tinker. During your downtime, you can tinker together a device of your own design.

Activity DR
Assess a mechanism’s non-obvious condition 15
Repair a somewhat damaged prosthetic 16
Create a small device or toy 18
Improve an existing mechanism 24
Repair a severely damaged prosthetic 30


Components. Air vehicles are comprised of small, medium, and large airships, as well as hot air balloons and blimps. Various air vehicles can be read about here.

Action Skills. When making a check that involves any sort of air-based vehicle or mount, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Beast Handling, Lore, Nature, Navigation, Mechanics, Perception, and Persuasion.

Pilot an Aircraft. Using your proficiency with air-based vehicles, you are able to pilot and commandeer aircraft and winged mounts.

Activity DR
Assess a vehicle’s non-obvious condition 20
Perform a difficult maneuver 25
Navigate turbulent weather 28
Land a crashing vehicle 38


Components. Land vehicles are comprised of wagons, autocars, and trains, as well as different mounts and ridable beasts. Various land vehicles can be read about here.

Action Skills. When making a check that involves any sort of land-based vehicle or mount, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Beast Handling, Lore, Nature, Navigation, Mechanics, Perception, and Persuasion.

Drive a Vehicle. Using your proficiency with land-based vehicles, you are able to drive and commandeer mounts and wheeled transportation.

Activity DR
Assess a vehicle’s non-obvious condition 10
Navigate turbulent weather at slow speeds 12
Navigate turbulent weather at high speeds 20
Perform a difficult maneuver 24
Maintain control of a crashing vehicle 25


Components. Water vehicles are largely comprised of ships and boats of various sizes, as well as submarines. Various water vehicles can be read about here.

Action Skills. When making a check that involves any sort of water-based vehicle or mount, you can add your proficiency with these tools to the following skills: Appraisal, Arcana, Beguilement, Beast Handling, Lore, Nature, Navigation, Mechanics, Perception, and Persuasion.

Helm a Boat. Using your proficiency with water-based vehicles, you are able to helm and commandeer ships, boats, and aquatic mounts.

Activity DR
Assess a vehicle’s non-obvious condition 15
Navigate troubled waters 24


Components. Woodcarving tools are comprised of a carving knife, a gouge, a small chisel, a small saw, and a pair of carving gloves.

Action Skills. When making a check that involves anything to do with wood that has been carved or manufactured in some way, you can add your proficiency with these tools to the following skills: Appraisal, Lore, Mechanics, Nature, and Perception.

Whittle. Provided you have wood at your disposal, you can use your downtime to whittle.

Activity DR
Carve a small statue 8
Craft a small toy 12
Carve a small piece of furniture 20

Weapon Skills

Weapon Skills measure one’s proficiency with a given weapon, specifically through what category of weapon that weapon belongs to: Archery, Exotic, Firearm, Large, Medium, Polearm, Small, Throwing, or Unarmed. Part 5: Chapter 2 contains the full list of weaponry in I&A, and at 1st Level you decide which Weapon Skill you want to gain proficiency in as you level up, though you can gain proficiency in more later on.


Archery weapons are weapons that fire arrows or small projectiles, and are comprised of bows and slings.


Exotic weapons are unique, usually quite rare weapons that require specialized training of their own to be used effectively; for this reason, there is no “Exotic” Weapon Skill – instead, you put WP into each Exotic weapon individually. Most are foreign to the vast majority; even veteran warriors are usually not quite sure how to handle one when they first encounter it. Many of them are unique to certain monk monasteries and are extremely rare or unheard of outside of them. Some Exotic weapons are made to be dual-wielded, while others cannot be without the “Two-handed Dual-Wielding” feat. Some examples of Exotic weapons included meteor hammers, nun’chaku, and chakram.


Firearm weapons are not just weapons that fire bullets and use gunpowder, but also fire bolts; this includes crossbows, flintlocks, and repeaters. Shots made with Firearm weapons while prone have advantage.


Large weapons are very heavy and almost always need to be wielded with two hands; for this reason, Large weapons cannot be dual-wielded without the “Two-handed Dual-Wielding” classless feat. Examples of Large weapons include greatclubs and claymores.


Medium weapons are a bit heavier than Small weapons and can usually be wielded with one or two hands; while Medium weapons can be dual-wielded, each individual weapon may deal less damage than it would if wielded with two hands. Some examples of Medium weapons are swords, battleaxes, and maces.


Polearm weapons are long weapons that typically have a lot of reach and end with a bladed tip. Polearm weapons require the use of two hands to wield, and under no circumstances can be dual-wielded. Examples of Polearm weapons include pikes, halberds, and glaives.


Small weapons are weapons that are usually light and always fit in one hand; because of this, it is easy to dual-wield Small weapons. Some examples of these weapons are daggers, clubs, and handaxes.


Throwing weapons are weapons that are designed or are able to be thrown. These weapons have their standard/long ranges in the Property column of the Normal Weapons table. Examples of throwing weapons include daggers, javelins, and nets.


Unarmed weapons apply to both attacks made with just your body, such as your hands and feet, and attacks made with weapons that simulate bodily movements, such as claws. Unarmed strikes (e.g. your punches and kicks) deal 1d2 + your STR physical base damage and cost an action unless otherwise indicated by a special exception.

Skill Checks Using Weapons

Sometimes, a character may wish to perform a task using their weapon that isn't explicitly an attack, but more a test of skill, like an archer trying to shoot an apple off the head of another creature. In these instances, rather than roll using the weapon's damage dice, instead have the player roll a number of d10s equal to their Weapon Skill proficiency, like you would with an Action or Tool Skill check, and add the appropriate Ability Score.

Improvised and Mechanical Weapons

Two types of weapons - improvised and mechanical - do not have corresponding skills of their own, and are instead explained here.

Improvised Weapons. Improvised weapons are objects that are not typically meant to be wielded as weapons but are used as such by the clever and creative adventurer thinking on their feet. When a character decides to use an object as an improvised weapon, it is up to the GM to decide whether that object can be wielded as a weapon and, if it can, its damage, its corresponding skill (Small, Medium, Polearm, etc.) and by extension your character’s proficiency with it, and other such information; most improvised weapons happen to fit the criteria for Small weapons, but this is not always the case. Some examples of improvised weapons include bottles, chairs, and sticks.

Mechanical Weapons. Mechanical weapons are special weapons that contain some sort of mechanical component; some can transform into another weapon at the behest of the character wielding it, while others have varying alterations that may, for instance, make them easier to carry or allow them to fire more frequently. The mechanics of a mech weapon can be figured out with a successful DR 14 Mechanics check; unless this check is passed, a character cannot figure out how to properly use a mech weapon unless they are shown how or are trained in its use.