KING

Skill Trees

Non-combat mastery. 24 trees in 8 categories, six advancements each.

Skill points

SKILL POINTS BY CHARACTER TYPE:

Both martial and mystic characters can access Skill Trees, but with different budgets:

  • Martial characters: 2 skill points per level (20 total at level 10)
  • Mystic characters: 1 skill point per level for Skill Trees (the other goes to mystic abilities)

How skill trees work

Skill trees represent non-combat expertise and specialized knowledge. Each tree contains 6 advancements:

  • 5 Regular Advancements (1 skill point each, NO prerequisites): Core abilities you can buy in any order
  • 1 Ultimate Advancement (2 skill points, requires 3+ regulars): Signature mastery ability
  • Total: 7 skill points to fully master a tree

At Level 10: 20 skill points available = fully master 2 trees with 6 points left, OR spread across many for breadth

Skill trees are organized into 8 categories covering different areas of expertise:

CategoryTreeFocus
UnderworldThieveryLocks, traps, stealth, black markets
AssassinationPoisons, disguises, shadowing
StreetwiseRumors, contacts, urban survival
WildernessHuntingTracking, trapping, butchering
DelvingUnderground navigation, dungeon expertise
Beast HandlingTraining, riding, calming, bonding
ScholarlyScholarshipResearch, languages, history
OccultismMagic lore, supernatural, rituals
HealingAnatomy, disease, treatment, surgery
SocialDiplomacyEtiquette, negotiation, persuasion
LeadershipCommand, inspire, organize, rally
PerformancePerformance, stories, music, deception
CraftingCraftingTools, repair, materials, field work
AlchemyPotions, poisons, acids, compounds
EngineeringSiege engines, traps, mechanisms
ProfessionalCommerceTrade, appraisal, negotiation, networks
SailingNavigation, ships, weather, knots
BureaucracyDocuments, legal systems, official authority
ExplorationAthleticsClimbing, swimming, jumping, running
PathfindingWayfinding, routes, maps, guiding
SurvivalForaging, shelter, weather, danger
SpecialistInvestigationDetective work, forensics, deduction
InquisitionHunting evil, forbidden lore, purification
EspionageTradecraft, codes, cover identities

Trees that modify a roll. Three rolls of overland travel (Part 6, Travel) count the points you have spent in one tree. Each point in Survival adds +2 to the Sense save to forage. Each point in Hunting adds +2 to the Cunning save to hunt. Each point in Pathfinding adds +2 to the Mind save to navigate overland. A regular advancement is 1 point and an Ultimate is 2, and only the roller's own points count. Each of the three Ultimates ends its roll: with Apex Survivor the save to forage always passes, with Apex Predator the save to hunt always passes, with Lodestar the save to navigate always passes. Where an Advantage line names a save, advantage means rolling 2d20 and keeping the higher. A fourth roll is not overland: below ground the leader adds +2 to the Mind save to navigate for each point spent in the Delving tree, and Pathfinding's points, Pathfinder and Lodestar do nothing there.


Underworld trees

Read the underworld trees in full

Wilderness trees

Read the wilderness trees in full

Scholarly trees

Read the scholarly trees in full

Social trees

Read the social trees in full

Crafting trees

Read the crafting trees in full

Professional trees

Read the professional trees in full

Exploration trees

Read the exploration trees in full

Specialist trees

Read the specialist trees in full