Here is a list of skills, explaining what they do:
Axes, Bows, Javelins, Knives and clubs are your weapon skills, when you attack, your roll a d20 and add your skill mod. Also, Axes and Knives are tools that will be required to do lots of things to survive in the wild.
Dodging: Dodging is what you roll when someone attacks you, you have to roll higher, or at least as close as possible to his attack as possible. It’s also useful when trying to dodge a trap that a tribesman may have set somewhere.
Acrobatics: You can use acrobatics to move without provoking attacks of opportunities or to walk across a rough area.
To move without provoking, one has to roll an acrobatics check, then, the opponent rolls an attack check and if the acrobatics check is higher, the acrobat can move out of the way without provoking.
Opportunities to use acrobatics outside of combat are mostly part of random events, the dc itself will be stated in the random encounter.
Climbing: Guess what it does?
Opportunities to use climbing are mostly part of random events, the dc itself will be stated in the random encounter.
Opportunities to use swimming are mostly part of random events, the dc itself will be stated in the random encounter.
building: Building is how good you are at making shelthers or buildings that you may need, wether you want to build a fence or a nice cellar to keep your food from rotting too fast, building is the skill to have!
woodcutting: Be a good woodcutter and you’ll be able to get more wood in less time than if you didn’t know your way around an axe.
You can always chop down a tree. But you will roll to see how many logs you can get intact from the tree itself. You will roll a woodcutting check at a dc of 10. for anything under 10, you get 1 usable log. For every increment of 5 over the DC, you get an additional log. So leveling woodcutting and getting much better at it takes time, but it will eventually happen if you do a lot of woodcrafting.
Gathering: Gathering is a useful skill when trying to find that perfect rock to make your arrowhead.
DC’s for gathering differ depending on the zone and what you’re looking for, see Gathering for more info.
Skinning: Skinning is used to take a dead beast and get it’s fur/meat.
More info on skinning here.
Cooking: Cooking is all about making your food. More info here
Herbology: Gathering is nice, but what good is it if you don’t know what that mushroom you just found is gonna do to you once you eat it. Herbology lets you identify plants, not necessarily the most widely used skill, but will you dare risk death whenever you eat a berry?
DC’s for Herbology differ depending on the plant in question, The GM’s sheet contains those dcs. Also, you must use a herbology check at a DC of 10 to get fiber from fiber-yielding plants. Any increment of 5 over the DC yields an extra fiber, only if the player has enough plants to extract them from.
Tracking: It lets you find and follow the tracks of the wild beasts with which you share this island.
Tracking is a base DC of 10 + 1 per hour that the creature has gone by. The amount of time it’s been is randomly rolled by the GM (1d12) upon your attempt to find tracks. Then, you can decide to take chase and you will gain terrain upon that creature at a rate depending on the creature itself. For every hour of tracking, you need to roll an additional check, if you fail, you can always try again but the dc gets harder by 2 everytime to simulate the player going around and eventually losing the track completely.
Spotting: Spotting lets you see things, wether you’re up in a tree trying to locate that elk you just spooked off or if you’re trying to identify what that pair of eyes belongs to in the darkness.
To spot something the base DC is 5, but modifiers apply. To see something through the woods, an additional +5 is added onto the DC and then another +5 if the creature is in an adjacent zone.
To spot something at night, the base DC is 15 with the same additional modifiers applying.
Listening: You need good ears to survive in the wild, else you may get eaten in your sleep.
Like spot checks, listen checks are mostly at the GM’s demand. Each creature has a sound value which is added onto the base DC of 5. A creature can only be heard if it is in the same area as the player.
Fishing: Hunting not for you? You would rather sit on the waterside all day casting your line, well that’s what fishing is for, it’s however good you are at using your fishing rod or how well you can use your fishing nets to your advantage.
Fishing is hard. The base DC is 25 to try and fish with your hands. Using a spear lowers it by 10 and a fishing rod lowers it by 15. Additionally, any wellcrafted bonuses to the spear or to the rod applies to lower it even further. for every additional increment of 5 over the DC, the player gets an additional pound of fish. Fishing like that takes 2 hour
Fishing with a net is similar, placing a net requires the GM to roll a fishing check for the player in secret at a DC 10. Then, depending on the availability of fishes in the area, the same rules apply for however many fishes will be caught. Keep in mind that the player has to wait at least 24 hours and less than 48 hours to get his haul from the net. Wait too little and you haven’t caught anything yet, wait too long and the fishes you’ll have caught will be dead and inedible. Output of fishing with nets doubles, so a roll that would usually yield 1 lbs of fish now yields 2 and so on.
Trapping: If you’d rather not waste your time tracking animals, setting traps all over the place is a good way to catch small game or even, on occasion, the odd bear, hoping that he’s dead and not just down into your pit waiting for you to come get him.
The GM and the player both have to keep track of the traps currently set in the game world. Every 24 hours, the GM rolls to see if a trap has caught anything, each trap having it’s own chances and types of creatures it can get. If it has caught something, the player has 24 hours to get it. If he fails to do so, the creature is considered rotting and inedible.
trading, diplomacy, intimidating: The social trio of skills does exactly what it says, it lets you manipulate the tribals into helping you or scaring them off.
Doctoring: Oh no, you’ve gotten hurt, good thing with the right mix of medical supplies and knowledge, you can suture those wounds right back up.
Doctoring wounds is explained in more detail in the TREATING WOUNDS section here
blocking: If you’re not very fast or agile, you may try blocking your foe’s attacks rather than dodge them, this is where this skill comes in. Keep in mind that whatever weapon or shield that you block the attack with will get the damage you should’ve gotten and will quickly break!
Weaponcrafting, Toolcrafting, Tailoring: Those are the crafting skills, they let you make weapons, clothes and whatever other tools you may need to survive.
DC’s for these skills is explained in more detail HERE
sneaking: Sneaking is another important part of hunting, once you close in on your prey, you don’t want it to hear your loud steps and scamper off.
Once you are close enough to the creature you were tracking, the GM will ask you to roll a sneaking check to see how quietly you are moving. The base DC is 0 but most pieces of clothing add a penalty to it. Also, if the player is trying to sneak in a forest zone, there is an additional 5 added to the DC as he is stepping on leaves and uneven terrain.
traveling: Traveling directly affects your travel speed, it mixes your physical ability to walk for a long time along with your ability to get past obstacles in an optimal way.
Leveling up skills works differently than in most d20 systems, instead of leveling up your character and assigning skill points, each skill has it’s own experience pool. For every 20 XP a skill gets, it goes up by a rank, meaning that to become a good shot with your bow, you have to use it.