evilbob
Explorer
I tried to get some isolated feedback on these ideas, but I believe one giant post with my skill list revision will generate the best responses. While I'm certainly open to ideas about how best to combine/streamline the skill system, and please also feel free to suggest better names (mine suck), the main thing I would like feedback on is whether or not you believe the skills per level for the classes seems fair, based on these skill revisions.
If this seems ripped from 4E docs, I'm sure a couple pieces of it were; also if the names are similar it's because they're obvious. Thanks in advance for any thoughts.
Updated: 12/24/07
Skills
Changes to classes and skill usage:
• Skills and skill bonuses listed on items, spells, and class lists are now replaced with whatever skill now uses that type of check. Note that some skills may be covered under multiple new categories, depending on the situation.
• Class skill points per level are adjusted as follows: previous: 8, 6, 4, 2; changed to: 5, 4, 3, 2.
• There are no longer such things as skill synergy bonuses.
• All skills may be attempted untrained. However, for any skill that is normally trained, untrained attempts are made at a -5.
• Concentration checks will now be Will saves instead. DCs remain unchanged.
• Profession checks are now only untrained Wisdom checks. DCs may need to be adjusted as appropriate.
The following is a complete list of all skills.
Acrobatics (Dex)
Used for Balance, Escape Artist, and Tumble checks. Used whenever dexterous body movement is involved.
Additional Languages
Special: for each skill point spent, a character learns the rudiments of a language. If two skill points are spent (at any time) on a single language, the character becomes fluent. Reading and writing are included in this skill. This is a class skill for all classes.
Animal Handling (Wis)
Used for any Handle Animal or Ride check. Encompasses all animal handling and training.
Arcane (Int - trained)
Used for any Knowledge(arcana) check or Spellcraft check. May also be used to identify the properties of a magical item, as per the rules in the Magic Item Compendium. Encompasses all arcane knowledge and spell knowledge. May also be used to discover information about constructs, dragons, or magical beasts.
Athleticism (Str)
Used for any Climb, Jump, or Swim check. Used for any situation depending on athletic prowess.
Cosmology (Int - trained)
Used for any Knowledge(the planes) checks or Survival checks while on other planes. Encompasses all planar knowledge, as well as the ability to locate one’s self, or survive on other planes. May also be used to discover information about elementals or other creatures native to other planes.
Craft (Int - trained)
Special: The Craft skill allows you to create or build any type of item. The more complicated the item, the higher the DC will be. These generally fall into three categories:
• Mundane: Simple trade items, tools, weapons, and light armors. Examples include clothing, leather armor, morning stars, healing kits, or thieves' tools.
• Advanced: Complex items, tools, weapons, and medium armors. Examples include poisons, sunrods, longswords, chainmail, or some forms of artistic expression.
• Exotic: Anything especially unusual or complex in nature, or exotic weapons and heavy armor. Examples include steam engines, construct bodies, sculptures, houses, bastard swords, or full plate.
The DCs for mundane crafting checks can generally be described as: simple or ordinary - DC 15; moderately difficult or masterwork - DC 20; complex - DC 25; advanced - DC 30. Advanced crafting raises these DCs by 5. Exotic check DCs are 5 higher than advanced. However, all of these are only typical DCs and individual items may vary in DC based on the DM’s discretion. The DM determines which items fall into which categories. Special tools or equipment (for example: an alchemist’s lab, a forge, or a paintbrush) may be also required for certain checks. Forgery checks may be made using advanced crafting. (See existing rules for how long it takes to craft items. You can take 10 on craft checks, but not 20.)
Culture (Int - trained)
Used for any Knowledge(history), Knowledge(nobility and royalty), or Knowledge(local) check. Applies to all knowledge of historical events, political structures, local customs, and how to respect traditions and fit into any society. May also be used to discover information about humanoid creatures.
Engineering (Int - trained)
Used for any Knowledge(dungeoneering) or Knowledge(architecture and engineering) checks, or Survival checks when underground or in non-natural structures. Encompasses all structure or building knowledge as well as survival in dungeons. May be used in place of a Craft check for structures. May also be used to discover information about oozes or aberrations.
Heal (Wis)
Used for Heal checks. Encompasses all body knowledge as well as simple healing methods. In addition, a DC 20 Heal check may be attempted over one hour to cure 1 HP. (You can take 10 but not 20 on this roll.)
Ingenuity (Int - trained)
Used for any Decipher Script, Disable Device, or Use Magic Device checks. Encompasses all clever puzzle-solving abilities.
Insight (Wis)
Used for any Sense Motive check. Used to detect false information or resist being manipulated. Opposed by Subterfuge or Intimidate as necessary.
Inspection (Int)
Used for Appraise and Search checks. Encompasses all careful observation of minute details, including detection of forgeries.
Intimidate (Cha)
Used for intimidate checks as before. Opposed by Insight.
Legerdemain (Dex - trained)
Used for any Open Lock, Sleight of Hand, or Use Rope check. Encompasses all forms of manual dexterity.
Nature (Int - trained)
Used for any Knowledge(nature) or Knowledge(geography) checks, or Survival checks when outdoors. Encompasses the ability to map or locate one's self in an outdoor environment, as well as all information regarding naturally occuring flora and fauna. May be used to discover more information about animals, fey, giants, monstrous humanoids, plants, or vermin.
Perform (Cha)
Used for Perform checks. Used for any type of public speaking, song, or other performance.
Perception (Wis)
Used for any Listen or Spot rolls. Encompasses all detection abilities. Opposed by Stealth.
Persuasion (Cha)
Used for any Diplomacy or Gather Information checks. Instead of a one-time check, it is used as more of an active skill that may be rolled repeatedly in social situations as dialog and circumstances change, and is influenced by role-playing. May also be used in a more broad sense to persuade large numbers of people to be generally helpful.
Religion (Int - trained)
Used for any Knowledge(Religion) check. Generally applies to all religious-based knowledge, including some religious history. May be used to discover information about undead creatures.
Stealth (Dex)
Used for any Hide or Move Silent check. Used for any type of stealth movement. Opposed by Perception.
Subterfuge (Cha)
Used for any Bluff or Disguise check. Used whenever there is an attempt to fool another. Opposed by Insight or Perception as dictated by the use.
If this seems ripped from 4E docs, I'm sure a couple pieces of it were; also if the names are similar it's because they're obvious. Thanks in advance for any thoughts.
Updated: 12/24/07
Skills
Changes to classes and skill usage:
• Skills and skill bonuses listed on items, spells, and class lists are now replaced with whatever skill now uses that type of check. Note that some skills may be covered under multiple new categories, depending on the situation.
• Class skill points per level are adjusted as follows: previous: 8, 6, 4, 2; changed to: 5, 4, 3, 2.
• There are no longer such things as skill synergy bonuses.
• All skills may be attempted untrained. However, for any skill that is normally trained, untrained attempts are made at a -5.
• Concentration checks will now be Will saves instead. DCs remain unchanged.
• Profession checks are now only untrained Wisdom checks. DCs may need to be adjusted as appropriate.
The following is a complete list of all skills.
Acrobatics (Dex)
Used for Balance, Escape Artist, and Tumble checks. Used whenever dexterous body movement is involved.
Additional Languages
Special: for each skill point spent, a character learns the rudiments of a language. If two skill points are spent (at any time) on a single language, the character becomes fluent. Reading and writing are included in this skill. This is a class skill for all classes.
Animal Handling (Wis)
Used for any Handle Animal or Ride check. Encompasses all animal handling and training.
Arcane (Int - trained)
Used for any Knowledge(arcana) check or Spellcraft check. May also be used to identify the properties of a magical item, as per the rules in the Magic Item Compendium. Encompasses all arcane knowledge and spell knowledge. May also be used to discover information about constructs, dragons, or magical beasts.
Athleticism (Str)
Used for any Climb, Jump, or Swim check. Used for any situation depending on athletic prowess.
Cosmology (Int - trained)
Used for any Knowledge(the planes) checks or Survival checks while on other planes. Encompasses all planar knowledge, as well as the ability to locate one’s self, or survive on other planes. May also be used to discover information about elementals or other creatures native to other planes.
Craft (Int - trained)
Special: The Craft skill allows you to create or build any type of item. The more complicated the item, the higher the DC will be. These generally fall into three categories:
• Mundane: Simple trade items, tools, weapons, and light armors. Examples include clothing, leather armor, morning stars, healing kits, or thieves' tools.
• Advanced: Complex items, tools, weapons, and medium armors. Examples include poisons, sunrods, longswords, chainmail, or some forms of artistic expression.
• Exotic: Anything especially unusual or complex in nature, or exotic weapons and heavy armor. Examples include steam engines, construct bodies, sculptures, houses, bastard swords, or full plate.
The DCs for mundane crafting checks can generally be described as: simple or ordinary - DC 15; moderately difficult or masterwork - DC 20; complex - DC 25; advanced - DC 30. Advanced crafting raises these DCs by 5. Exotic check DCs are 5 higher than advanced. However, all of these are only typical DCs and individual items may vary in DC based on the DM’s discretion. The DM determines which items fall into which categories. Special tools or equipment (for example: an alchemist’s lab, a forge, or a paintbrush) may be also required for certain checks. Forgery checks may be made using advanced crafting. (See existing rules for how long it takes to craft items. You can take 10 on craft checks, but not 20.)
Culture (Int - trained)
Used for any Knowledge(history), Knowledge(nobility and royalty), or Knowledge(local) check. Applies to all knowledge of historical events, political structures, local customs, and how to respect traditions and fit into any society. May also be used to discover information about humanoid creatures.
Engineering (Int - trained)
Used for any Knowledge(dungeoneering) or Knowledge(architecture and engineering) checks, or Survival checks when underground or in non-natural structures. Encompasses all structure or building knowledge as well as survival in dungeons. May be used in place of a Craft check for structures. May also be used to discover information about oozes or aberrations.
Heal (Wis)
Used for Heal checks. Encompasses all body knowledge as well as simple healing methods. In addition, a DC 20 Heal check may be attempted over one hour to cure 1 HP. (You can take 10 but not 20 on this roll.)
Ingenuity (Int - trained)
Used for any Decipher Script, Disable Device, or Use Magic Device checks. Encompasses all clever puzzle-solving abilities.
Insight (Wis)
Used for any Sense Motive check. Used to detect false information or resist being manipulated. Opposed by Subterfuge or Intimidate as necessary.
Inspection (Int)
Used for Appraise and Search checks. Encompasses all careful observation of minute details, including detection of forgeries.
Intimidate (Cha)
Used for intimidate checks as before. Opposed by Insight.
Legerdemain (Dex - trained)
Used for any Open Lock, Sleight of Hand, or Use Rope check. Encompasses all forms of manual dexterity.
Nature (Int - trained)
Used for any Knowledge(nature) or Knowledge(geography) checks, or Survival checks when outdoors. Encompasses the ability to map or locate one's self in an outdoor environment, as well as all information regarding naturally occuring flora and fauna. May be used to discover more information about animals, fey, giants, monstrous humanoids, plants, or vermin.
Perform (Cha)
Used for Perform checks. Used for any type of public speaking, song, or other performance.
Perception (Wis)
Used for any Listen or Spot rolls. Encompasses all detection abilities. Opposed by Stealth.
Persuasion (Cha)
Used for any Diplomacy or Gather Information checks. Instead of a one-time check, it is used as more of an active skill that may be rolled repeatedly in social situations as dialog and circumstances change, and is influenced by role-playing. May also be used in a more broad sense to persuade large numbers of people to be generally helpful.
Religion (Int - trained)
Used for any Knowledge(Religion) check. Generally applies to all religious-based knowledge, including some religious history. May be used to discover information about undead creatures.
Stealth (Dex)
Used for any Hide or Move Silent check. Used for any type of stealth movement. Opposed by Perception.
Subterfuge (Cha)
Used for any Bluff or Disguise check. Used whenever there is an attempt to fool another. Opposed by Insight or Perception as dictated by the use.
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