From Othenar Wiki

Skills are the bread and butter of a character, defining their fields of expertise.

While most skills have a direct relationship to a particular trait, many skills can be used with different traits depending on how they are being used.

For instance, Awareness is used with may be used with Guile for spotting a trap, with Charm for determining another character's feelings, or with Magic for sensing magical auras.

The exact uses and trait associations for skills are up to the GM to determine, but the following descriptions include suggestions for pairing each skill with traits.

Skills by Category
Physical Skills
Knowledge Skills Social Skills
Alchemy Deception
Dungeoneering Diplomacy
Enchanting Intimidation
Forestry Leadership
Politics Performance
Religion Willpower


Alchemy is the study of the natural world as well as the magical reagents and components found throughout Othenar. It plays a crucial role in the field of alchemy, and is used to create potions and other products used in magical or technologically advanced crafting.

Alchemy is used with Guile or Magic, depending on the exact goal that the character wants to achieve: Guile governs the creation of potions and materials necessary for advanced artifacts, as well as knowledge of the world, while Magic can also be used to create some potions and the required materials for magical artifacts.

Alchemy is a Knowledge skill.


Athletics represents a character's ability to use their body to its fullest potential: balance, stamina, and muscle power are all represented by a character's Athletics.

Although it is almost always used with Physique, someone might use Guile+Athletics to determine what a creature would be capable of after observing them push themselves to their limit, or Charm+Athletics to show off their physical prowess.

Athletics is a Physical skill.


Awareness is a character's perceptive abilities; both in terms of their ability to notice things in their environment and further deductive abilities.

In most cases, Awareness is used with Guile, though it is also used by magicians with the Magic attribute to see things only visible to those awakened to the flow of mana.

Awareness is a Physical skill.


Characters who are experts in Crafting can build, repair, and maintain most common items in Othenar, including armor, weapons, and tools.

Crafting is used almost exclusively with Guile, though Physique may come into play when working with large objects and Magic is important when working with magical artifacts.

Crafting is a Physical skill.


Deception is a character's ability to tell a convincing lie, hide their emotions, and generally mislead others.

Unlike most skills, Deception is used almost equally with two traits: Guile (to tell a convincing lie) and Charm (to pull off the presentation).

Deception is a Social skill.


A character versed in Diplomacy is able to smooth over offenses and build strong relationships between themselves and others.

Diplomacy is primarily a Charm-based skill, though it may be used with Guile to craft clever treaties and contracts.

Diplomacy is a Social skill.


Othenar is a dangerous land, and with the remnants of the Kithik and the various magical beasts that plague the countryside, adventurers are well to have someone with Dungeoneering.

Primarily used with Guile, Dungeoneering is used to identify creatures and threats, and figure out ways to bypass them or exploit their weaknesses.

Dungeoneering is a Knowledge skill.


Enchanting represents a character's ability to work with mana that has been bound into physical forms, such as artifacts and scrolls, as well as draw from mana sites in the world.

Primarily used with Magic, Enchanting can also be used with Guile to estimate the power of a magical item given certain known factors.

Enchanting is a Knowledge skill.


The world of Othenar is covered with untouched forests and wildlands, and Forestry represents a character's skill in navigating these places and identifying the natural beasts of Othenar.

Forestry is usually used with Guile to navigate and explore the world as well as identify plants, animals, and geographical features.

Forestry is a Knowledge skill.


Intimidation represents a character's ability to coerce others with threats of violence and force.

Intimidation can be used with Charm, but Physique is often used to give a display of force and Guile allows a character to attack a target's sensitive spots.

Intimidation is a Social skill.


Leadership is a character's familiarity with leadership and their ability to relate to those under their command. It also determines a character's natural ability to take on roles of authority.

Leadership is typically used with Charm, though it may be used with Guile to form tactical plans that benefit from knowledge of one's allies.

Leadership is a Social skill.


Legerdemain represents a character's familiarity with sleight of hand and governs their ability to pick pockets and engage in other surreptitious activities.

Legerdemain is often used with Physique to represent a character's deft movements, but it can also be used with Guile for more cunning theft, to conceal an item on one's person, or to bypass mundane locks and traps.

Legerdemain is a Physical skill.


A character with the medicine skill understands how to treat wounds and injuries, use natural resources to craft drugs, and treat the sick with effective cures.

Medicine is used almost exclusively with Guile, and is a Knowledge skill.


Othenar is home to many diverse polities, and a character well-versed in Politics can avoid making enemies and know who the real power players are.

Politics is typically a Guile skill, though it can be used with Charm to flatter people or work one's way out of a sticky situation.

Politics is a Knowledge skill.


Even outside the power of spellsongs, Performance is valued throughout Othenar as a source of entertainment and a way to preserve history. Performance includes both music (including Spellsongs), and spoken performances.

Performance is typically used with Charm, though Guile is used to make speeches, and is a Social skill.


Religion represents a character's familiarity with the gods, their tenets, and the myths and legends associated with the divine entities of Othenar.

Religion is used with Guile to recount knowledge of deities, Charm when preaching or attempting to draw upon divine favor, and Magic.

Religion is a Knowledge skill.


Sorcery is a character's knowledge of the arcane, especially focusing on the practical applications of magic drawn into spells.

Sorcery is used with Magic to cast spells and for various magical abilities, though it is also used with Guile to identify magic and recall theories surrounding arcane magic.

Sorcery is a Knowledge skill.


Stealth represents a character's ability to sneak, find hiding places, and otherwise avoid detection even while being sought out.

Stealth is used with Physique to move undetected, though Guile can be used to find a hiding place or identify good paths of approach.

Stealth is a Physical skill.


A character familiar with Tech is familiar with both the most recent developments of Othenar's technology, such as the work of artificers and tinkerers, as well as the mysterious inventions of the Kithik.

Tech is almost always used with Guile, and it is a Knowledge skill.


Willpower governs a character's ability to interact with the world around them while adhering to their own codes of action and identity.

Charm+Willpower is used to resist most forms of social manipulation, such as deception or coercion, Guile+Willpower can allow one to rationalize past fear, Physique+Willpower allows characters to carry on despite wounds that would incapacitate their lessers, and Magic+Willpower counters certain magical effects.

Willpower is a Social skill.

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