- Abracadabra
- Abracadabra
- Acrobatics
- Acrobatics
- Acting
- Acting
- Acting: Comedy
- Acting: Comedy
- Administration
- Administration
- Alchemy
- Alchemy
- Alter Jump
- Alter Jump
- Architecture
- Architecture
- Armor smithing
- Armor smithing
- Armored Casting 1 & 2
- Reduces the penalty of casting spells in armor by 25%. Normal: Spell failure chance in heavy armor is 75%. Reduces the penalty of casting spells in armor by an additional 50% (Total: 75%). Normal: Spell failure chance in heavy armor is 75%.
- Armored Stealth 1
- Decreases stealth penalty for wearing armor by 25%. Normal penalties: light armor 25%, medium armor 50%, heavy armor 100%.
- Axe Weapons
- Axe Weapons
- Backstab 1
- Backstab 1
- Better Control 1 & 2
- Better Control 1 & 2
- Blacksmithing
- Blacksmithing
- Block
- Block
- Bluff
- Bluff
- Blunt Weapons
- Blunt Weapons
- Bone Breaker
- Swing with bone-crushing force, gaining an increased chance to break your opponent’s bone. Stamina Cost: 8. Cooldown: 15 minutes.
- Bowyer
- Bowyer
- Calm or Incite Emotions 1
- With a successful performance check, you may calm or incite the emotions of nearby creatures, moving the relationship rank either closer to friendly or to hostile, depending on your intent. Before you ask, the attitude ranks consist of the following: enemy, hostile, unfriendly, neutral, friendly, ally, and beloved. This perk can be chosen multiple times, increasing the chance of achieving your desired outcome. Prerequisite: Two ranks in Improve Performance.
- Camouflage 1
- Camouflage 1
- Camouflage 1 & 2
- You have an improved ability to blend into your surroundings, gaining near invisibility and increasing your stealth by 30 for sight-based detection checks.
- Captivating Performance
- Captivating Performance
- Carpentry
- Carpentry
- Carrying Capacity
- Carrying Capacity
- Carrying Capacity 1
- Carrying Capacity 1: Increase carrying capacity by 50 pounds. Normal: Your carrying capacity is equal to your strength score x 5. You can currently carry 55 pounds with no stamina drain.
- Claw & Fang
- Claw & Fang
- Cleave
- When you kill or incapacitate a creature with a polearm weapon, you gain an immediate additional attack against a nearby creature. Stamina Cost: 6. Cooldown: 15 seconds.
- Climbing
- Climbing
- Combat Medic 1
- You can quickly treat wounds during battle. Bandaging or otherwise healing an ally in battle takes 20% less time.
- Cooking
- Cooking
- Court Etiquette 1
- You inherently understand the basic court etiquette of any government that you meet, as long as you can understand their language. Additional ranks will significantly enhance your court etiquette knowledge.
- Crossbow
- Crossbow
- Defense 1
- Large Blades. You gain a bonus of +10 to the parry skill when using large blades. Small Blades. You gain a bonus of +10 to the parry skill when using small blades.
- Difficult Terrain 1 & 2
- Increase ability to hike effectively on difficult terrain, such as ice, by 25%. Increase ability to hike effectively on difficult terrain, such as ice, by an additional 50% (total 75%).
- Difficult Terrain 1, 2, 3
- Increase ability to hike effectively on difficult terrain, such as ice, by 25%.
- Diplomacy
- Diplomacy
- Direction Sense
- No matter where you are or how turned around you are, you are able to find north.
- Disable Traps
- Disable Traps
- Dodge
- Dodge
- Dodge Anything
- Dodge Anything
- Driving
- Driving
- Dual Attack 1 & 2
- Chance to hit with both weapons is increased by 50% for this attack. Attempts to block or parry this attack are reduced by 50%. Stamina Cost: 10. Cooldown: 15 seconds. Chance to hit with both weapons is increased by 75% for this attack. Attempts to block or parry this attack are reduced by 75%. Chance to perform critical strike on attacks increased by 25%. Stamina Cost: 10. Cooldown: 15 seconds.
- Dual Wield
- Dual Wield
- Empathy
- Empathy
- Enchanting
- Enchanting
- Engineering
- Engineering
- Faster 1
- Faster 1
- Feign Injury 1
- Whenever you take damage, you can make a bluff check to convince foes that you have a more serious injury. Each rank in this perk increases the believability of your bluff and allows you to feign more serious injuries.
- Find the Fastest Path 1
- You gain the ability to always find the fastest path to your goal. Party hiking speed increased by 25% when on the fastest path. Prerequisite: Journeyman rank in survival and hiking and the Direction Sense and Never Lost perks.
- First Aid
- First Aid
- Fist of Stone 1
- Fist of Stone 1
- Flail Defense 1
- Large Blades. You gain a bonus of +10 to the parry skill when using large blades. Small Blades. You gain a bonus of +10 to the parry skill when using small blades.
- Flails
- Flails
- Fluid Movements 1
- You have learned to fight unarmored, and your reaction speed has adjusted to the freedom doing so allows. You gain a onetime bonus of 10 to the dodge skill.
- Foil Smell 1
- You are stealthy against more than just sight and sound. This perk allows you to somewhat mask your odors, reducing an enemy’s ability to smell you by 50%. Prerequisite: Journeyman rank in stealth.
- Frank Lloyd Was Right
- Frank Lloyd Was Right
- Gadgetry
- Gadgetry
- Gathering Creatures
- Gathering Creatures
- Gathering Plants
- Gathering Plants
- Heavy Armor
- Heavy Armor
- Hiking
- Hiking
- Hit Harder 1
- You add 2 points of damage to each small blade attack.
- Hit Harder 1 & 2
- You add 2 points of damage to each small blade attack. You add an additional 3 points of damage to each small blade attack for a total of 5 damage.
- Hold Your Breath 1
- Allows you to hold your breath 25% longer than normal
- If It Ain’t Baroque, Don’t Fix It
- If It Ain’t Baroque, Don’t Fix It
- Ignore Defense 1
- Large Blades. You gain a bonus of +10 to the parry skill when using large blades. Small Blades. You gain a bonus of +10 to the parry skill when using small blades.
- Improve Performance 1 & 2
- You can tailor your performance to that of your audience, giving you a 25% bonus on your performance check. Having a good performance results in more affection from the audience, which could lead to tangible gifts such as free drinks or money, in addition to increasing your fame points. Each rank in this perk increases the bonus to your performance. The first rank provides a 25% bonus. You can tailor your performance to that of your audience, giving you an additional 50% bonus (total 75%) on your performance check. Having a good performance results in more affection from the audience, which could lead to tangible gifts such as free drinks or money, in addition to increasing your fame points. Each rank in this perk increases the bonus to your performance.
- Improve Senses (Hearing)
- Improve Senses (Hearing)
- Improve Senses (Sight)
- Improve Senses (Sight)
- Improved Parry 1
- Increases the chance to successfully parry an attack by 10%.
- Improved Parry 1 & 2
- Increases the chance to successfully parry an attack by 10%.
- Improved Performance 1
- Improved Performance 1
- Improved Quality 1
- The chance to produce higher-quality hides increases by 10%.
- Improved Quality 1 & 2
- The chance to produce higher-quality hides increases by 10%. The chance to produce higher-quality hides increases by 50%.
- Improvisation 1
- Improvisation 1
- Improvised Alchemy 1
- Improvised Alchemy 1
- Improvised Instrument
- You can play a less-than-ideal instrument properly. Examples include lutes with broken strings or using pots and kettles for drums. Each rank in this perk will significantly improve your ability to improvise with a different instrument.
- Improvised Tools 1
- Reduce the penalty to open locks without thieves’ tools by 25%.
- Improvised Trap Making 1
- Improvised Trap Making 1
- Increase Critical 1 & 2
- Increases the chance to perform critical strikes with small blades by 5%.
- Increased Critical 1
- Increased Critical 1
- Increased Damage 1
- Increase damage of all thrown weapons by 25%.
- Increased Defense 1 & 2
- Increases the bonus to defense of heavy armor you are wearing by 2. Further ranks in this perk will continue to increase bonus to defense.
- Increased Range 1
- Increases range of thrown weapons by 25%.
- Inescapable Knots 1
- You are able to tie more knots that are hard to deconstruct. +25% effectiveness when using knots to tie up a creature.
- Information Gathering
- Information Gathering
- Intimidate
- Intimidate
- Investigation
- Investigation
- Jewelcrafting
- Jewelcrafting
- Jump
- Jump
- Large Blades
- Large Blades
- Leatherworking
- Leatherworking
- Lie Detector
- Lie Detector
- Light Armor
- Light Armor
- Light Armor Mobility
- For all intents and purposes, light armor is treated as no armor when it came to moving around in it and general encumbrance.
- MacGyver
- MacGyver
- Magic Defense 1
- You use your shield to partially block spells directed at you. You apply your shield’s defense bonus against spells that would normally bypass armor defense. Further ranks in this skill will increase defense applied against such spells.
- Material Substitution
- Material Substitution
- Meditation
- Meditation
- Mental Resistance 1
- Gain an additional 25% resistance to mental attacks against you. Stamina Cost: 15.
- Mimicry 1 & 2
- You can perfectly mimic another creature that you have heard speak for at least a minute. This includes things you have seen on TV or heard on the radio.
- Money For Nothing & the Gritz for Free
- Money For Nothing & the Gritz for Free
- Negotiation
- Negotiation
- Never Lost
- You always know where you are and cannot be lost. You know the location of any previous destination relative to your current location. This ability works above and below ground. Prerequisite: Direction Sense.
- Open Locks
- Open Locks
- Parkour 1
- You are able to traverse obstacles through the use of running, vaulting, jumping, rolling, and other movements in order to travel from one point to another in the quickest and most efficient way possible. Further ranks will continue to increase this perk.
- Parry
- Parry
- Perception
- Perception
- Perfect Ambidexterity
- You can perform any action equally well with either hand. Prerequisite: Apprentice in dual wield.
- Performance
- Performance
- Performance: Lute, Singing
- Performance: Lute, Singing
- Persuasion
- Persuasion
- Persuasive Performer 1, 2, & 3
- Your skill ranks in persuasion provide a permanent +5 synergy bonus to performance checks.
- Polearm
- Polearm
- Protector 2
- Use shield to block attacks at an ally within 5 feet. Stamina Cost: 6. Cooldown: 15 seconds.
- Quick Draw
- Quick Draw
- Quickdraw
- Quickdraw
- Redirect
- Once per battle, you can issue an order and move an ally up to 15 feet. The ally does not take damage during this move.
- Remove Racial Barriers 1
- You can break down racial barriers. When you employ diplomacy on creatures of other races, the racial penalty will be reduced. Additional ranks of this perk will significantly decrease the racial penalty. Prerequisite: Court Etiquette 1.
- Rope Use
- Rope Use
- See What Is Hidden 1 & 2
- Your ability to spot secret doors, traps, and hidden caches is improved by 25%. Your ability to spot secret doors, traps, and hidden caches will be improved by an additional 75%, for a total of 100%.
- Seek and You Shall Find 1 & 2
- Increases the chance to spot useful plants by 25% and increases the range of spotting plants by 25%. Increase the chance to find plants by an additional 50% (total 75%) and increase the range of spotting plants by an additional 50% (total 75%).
- Sense Motive
- Sense Motive
- Shield Bash 1
- You use your shield to bash an enemy, stunning them for a base of 5 seconds. This can be completely or partially resisted by resistances of the creatures you are bashing. This maneuver takes 6 stamina and has a cooldown of 30 seconds. Additional ranks in this perk will increase its effectiveness.
- Shield Riposte
- When wielding a shield, if you successfully parry a blow with a weapon, you can perform a riposte instantly with your shield. The riposte has an increase chance of scoring a critical hit. Stamina Cost: 6. Cooldown: 30 seconds. Prerequisite: Beginner rank in block.
- Siege Weapon Specialization 1 & 2
- Siege Weapon Specialization 1 & 2
- Sliding Dodge
- When successfully dodging an attack, move up to 10 feet in any direction. Cooldown: 1 minute. Stamina Cost: 6
- Small Blades
- Small Blades
- Somersault Dodge
- Your body flows within the dance that is combat. When you successfully dodge an attack, you may immediately move 15 feet in a direction of your choosing. Stamina Cost: 6. Prerequisite: Fluid Movement 1
- Sonic Dissonance
- You can attempt to use your performance skill to disrupt the spells of enemy spellcasters. Spells must have a verbal component for this to work. Once you use this ability, it cannot be used again until the following day. Prerequisite: Master rank in performance.
- Spell Defense
- Provides a permanent 15% damage reduction from spells or spell-like effects to everyone in the party. Also decreases duration of negative spell effects by 15%.
- Spinning Defense
- You spin your staff around in a fast circle, improving your chance to block all incoming attacks by 50%. Duration: 10 seconds Stamina Cost: 10. Cooldown: 1 min.
- Spot Traps
- Spot Traps
- Stabilize 1
- You can stabilize a wounded target. Applying first aid to a target will provide a 25% higher chance to remove bleeding and other associated debuffs.
- Standing Jump
- Standing Jump
- Staves
- Staves
- Stealth
- Stealth
- Stealth Status
- Gives you a real time stealth status bar that will allow you to know the status of your stealth skill when trying to stealth around others. Prerequisite: Sense Danger, level 4 Rogue, apprentice rank in stealth.
- Story Telling 1
- While narrating your story, you are able to use magic to create illusions to illustrate your words. Prerequisite: Ability to cast spells.
- Stunning Attack
- Blunt Weapons. Gains at 50% chance to stun an opponent for 6 seconds when landing a headshot. Stamina Cost: 12. Cooldown: 1 minute. Note: Duration of stun may be lessened based on other factors. Monk. You can channel ki, your inner power, to attack and disrupt the enemy’s ki and stun them. Stamina Cost: 6. Cooldown: 1 minute.
- Survival
- Survival
- Sweep the Leg
- Once per battle, you can mark a target. Attacks against the marked Target have a 5% increased chance of hitting and a 5% increased chance of scoring a critical strike.
- Swimming
- Swimming
- Switch Places
- Enact this ability to switch places with an ally within 30 feet. Cooldown: 15 minutes.
- Tactics
- Tactics
- Tailoring
- Tailoring
- Taking the Measure
- Taking the Measure
- Throw Sound
- You can throw sound to distract your opponent You are able to throw your voice or any movement sounds. Prerequisite: Expert rank in stealth. At least 3 levels in Rogue and a total of 7 character levels.
- Thrown Weapons
- Thrown Weapons
- Time Reduction 1
- Time Reduction 1
- Tower Defense 1 & 2
- Large Blades. You gain a bonus of +10 to the parry skill when using large blades. Small Blades. You gain a bonus of +10 to the parry skill when using small blades.
- Tracking
- Tracking
- Trap Making
- Trap Making
- Two-Weapon Riposte
- Two-Weapon Riposte
- Unarmed Combat
- Unarmed Combat
- Unarmored Defense
- Unarmored Defense
- Uncanny Dodge
- Gives you a chance dodge attacks you don't even know are coming. Prerequisite: Sense Danger.
- Walk Away
- Walk Away
- Weaponsmithing
- Weaponsmithing
- Webbed Feet 1
- Your swim speed increases by 25%.