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Characters who have learned to steal can attempt to pick the pockets of other characters, whether
friendly, neutral, or hostile, although a high rank in the skill is necessary to steal during combat.
In most cases, items you receive from stealing are in addition to those that an enemy would
normally drop after dying in combat.
Characters who have learned this skill can construct traps or lures from common components,
so long as they also possess a plan to build the mechanism. The second and fourth rank of this
skill also increase the range at which the character can detect enemy traps. Note that while all
characters who have learned this skill can set traps, only rogues can disarm them.
Survival lets a character detect enemies who would otherwise be hidden. Higher ranks allow
the character to determine how powerful a hidden enemy is and also bestow bonuses to nature
resistance and physical resistance.
Herbalism allows a character to make a wide variety of potions, poultices, salves, balms, elixirs,
and so forth, whenever raw ingredients and a recipe are at hand. At higher ranks, the character
can complete more difficult recipes, producing particularly potent items.
Poison-Making focuses on mixing deadly substances that the character can apply to melee
weapons, inflicting extra damage and often leaving enemies immobile. Those skilled in this
art can also create explosive bombs and flasks designed to be hurled at the enemy. As with
Herbalism and Trap-Making, creating items using this skill requires a recipe and raw ingredients.
Note that this skill is required not just to create poisons—it is also required to use them.
Combat Training
For warriors and rogues, each rank in this skill opens up a new tier of weapon talents that the
character can learn, as well as providing other small benefits. Although mages cannot learn
weapon talents, this skill significantly increases the damage they can take from an attack before it
interrupts an attempt at casting a spell.
Combat Tactics
Each rank in this skill increases the number of slots available on a character’s combat tactics
sheet (see p. 31). Since each slot governs one conditional action during combat—for example,
instructing a mage to heal any character whose health falls below 50%—having more slots
available means you can design more elaborate battle plans for your party.