ATTENTION: Investigation & Perception
KNOWLEDGE: Arcana, History* & Nature.
PHYSICAL: Acrobatics & Athletics.
SOCIAL: Intimidation, Insight & Persuasion.
SUBTERFUGE: Deception, Sleight of Hand & Stealth.
TRADE: Performance & "Tools".
WILDERNESS: Animal Handling & Survival*.
* History: The history of regions and their politics and religion.
Merging the history and religion skill and then adding some**.
* Survival: Adding efficient first aid to the survival skill.
Merging the suvival and medicine skill**.
** and therefore religion and medicine is taken out of the game!
Religion & Medicine is substituted with History & Survival
unless these where already listed among the available skills:
Cleric: Investigation & Survival
Druid: History & Athletics
Paladin: History & Survival
Wizard: Nature & Survival
Dungeon Delver: Can find any secret construction, not just doors.
Healer: Add +1 per healing dice when healing through skill or spell.
Heavy Armor Master: Functions both vs. mundane and magic items.
Magical Initate: Can be taken five times in a row up to 5th lvl spells.