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Finesse Skills

Realm of Strife™ > Secondary Skills > Finesse Skills

Finesse skills are a school of Secondary Skills that refer to a character’s ability to perform precise, delicate, or skillful tasks that require a steady hand, good hand-eye coordination, a high degree of agility or artistic training. While they often have practical purposes, and can even provide reasonable lifestyle, they can also be used for more creative purposes. Overall, Finesse skills can add depth and versatility to a character skill set.

Acrobat


Characters with this skill are able to move in ways that seem almost impossible to the average person. It takes much training but these agile characters can far out do there comrades in feats of Agility.

Requires: relatively high Agility

Contortionist


Contortionists can bend and fold their body in ways that seem almost otherworldly. While sometimes labeled as freaks and oddities, people still pay good coin to see your talents at work and there are times when it pays to be able to fit places that others cannot.

Requires: relatively high Agility

Investigation


Those with the Investigation skill noticed things that others do not. They are trained to observe and analyze their surrounds with an uncanny eye for detailed. This makes them adept at searching for clues, locating hidden objects, detecting traps, deducing what caused a particular type of wound, investigating crime scenes for evidence and so much more.

At higher ranks this skill spills over into combat, with the keen powers of investigation increasing the likelihood of scoring a critical hit with physical attacks.

Requires: relatively high Perception or Wisdom

Performer


Witty rhymes, catchy tunes, soul stirring monologues, and sensual moves. These are the tools of the Performer. Skill in these arts will keep the money flowing and can keep people spell bound. Those exceptionally skilled in their craft have even been known soothe the wounded and restore health to the battle weary.

Performers must select a single specific skill such as a Singer, Dancer, Actor or Musician. Performers may use their skills only once each day and must take Risk Rolls after each performance, see Risk Tables.

Location/Audience Typical Income per Performance Risk Rolls
Small Travelers Camp, Farm House, etc… 1d6 SP 1
Trade Caravan, Small Settlement/Hamlet, etc… 2d6 SP 2
Village, Small Wedding/Feast, etc… 2d6 GP 3
Town, Noble Household, Army Camp, etc… 3d8 GP 4
City, Noble/Rulers Court, etc… 5d10 GP 5
Capital, Large City, Noble Wedding, etc… 10d10 GP 6

Requires: relatively high Charm or Agility, Instrument (musician), Props (actor/dancer), etc…

Sleight of Hand


Sleight of hand skills allow a character to perform feats of manual trickery and legerdemain, such as palming small objects, coin or card tricks, or manipulating objects with their hands in a subtle and skillful manner. These skills can be useful in a variety of situations, including distracting opponents in combat or simply impressing non-player characters with flashy tricks. Characters with high sleight of hand skills may also be able to use them to create diversions or escape from tight spots. Whether used for mischief or for more practical purposes, sleight of hand skills can add an element of excitement and intrigue any adventure.

Note: Sleight of Hand skills do not replace stealth skills such as Pick Pocket or Larceny, but do grant +1 Advantage per Skill Rank to those stealth skills.

Requires: relatively high Agility

Trick Rider


Those that are particularly adept at riding can utilize their mount to maximum effect, performing attacks and maneuvers from horse back (or whatever other back they are riding on) that amaze and confound opponents in combat.

The Trick Rider skill works in tandem with the Riding Skill, you cannot use any bonus or ability from Tricker Rider if you are not capable of riding your mount into combat.

Note: Centaurs cannot take Trick Rider

Unarmed Combat


While Focus classes are usually the true masters of unarmed combat, those skills can still be extremely useful to other classes. The Unarmed Combat skill grants a limited number of fist, kick, or defense focus skill points that can be used to diversify a combatants skillset.

If taken by a Focus class these extra points can be used to exceed the normal skill point maximums for those disciplines.