Vigilance
Explorer
I don't prefer skills to advance automatically, except as a way to advance NPCs quickly, which is what I'll be doing here.
Here's an example of what I'm doing with skills:
Something else that's relevant to the above skill, since it's obviously a broad skill, is this:
You'll also note from the skill quoted above that opposed skill checks have gone the way of the dodo. In their place I'm using what I call "targeted checks", where the DC of a skill is set by another character's skill (so Bluff DC is Perception +10).
Here's an example of what I'm doing with skills:
Influence (Cha)
This skill covers the ability to win friends and influence people. It covers everything from the ability to tell a convincing lie to the ability to treat mental illnesses through applied psychology.
Bluff: This use of the Influence skill allows you to convince a target that a lie is true. In combat, this skill use can be used to perform a feint, which (if successful) grants a bonus on your next attack roll equal to your Charisma modifier.
The DC of a Bluff check is either the target’s Perception +10 or the target’s Will save +10, whichever is higher.
Diplomacy: This use of the Influence skill allows you to improve a target’s attitude toward you by one category, making the target more helpful to you. The attitude categories for this skill are: Hostile, Fearful, Neutral, Friendly and Allied. Each use of this skill can improve a target’s attitude by one category, though the skill can be tried multiple times. Allow a recheck at most once a week, meaning to improve a target’s attitude from Hostile to Allied would take a minimum of one month.
The DC of a Diplomacy skill check is either the target’s Perception +10 or the target’s Will save +10, whichever is higher.
Intimidate: This use of the Influence skill allows you to reduce a target’s attitude toward to either Fearful (if the skill check is successful) or Hostile (if the skill check is unsuccessful). A fearful target will do what you say in your presence and generally try to avoid you if at all possible. A Hostile target however, will try to do you harm at every opportunity (often not through combat, though this is an option).
The DC of a Diplomacy skill check is either the target’s Perception +10 or the target’s Will save +10, whichever is higher.
Psychology: This use of the Influence skill allows you to predict a target’s future behavior. At the beginning of an encounter you may make a Psychology check to gain a +2 bonus on Initiative rolls as a free action. If this check fails, you cannot use Psychology on the same target for the next 24 hours, since the target is too hard for you to currently read.
This use of the Influence skill can also allow you to diagnose mental trauma and illnesses and help a target change his behavior and/or recover from mental trauma and illnesses.
The DC of a Psychology skill check is either the target’s Perception +10 or the target’s Will save +10, whichever is higher.
Networking: This skill use allows you to use your ability to win friends to gain additional contacts and allies. This skill adds to your Reputation and level for gaining contacts (see Reputation for more information on contacts and allies).
Something else that's relevant to the above skill, since it's obviously a broad skill, is this:
Specialists and Generalists
Most of the skills below are quite broad in their applications. For example the Acrobatics skill contains four separate uses and many skills have even more applications that they cover. If a character wishes, he can specialize in a single skill application. While he will not have the range of knowledge, he will be more skilled in his one specialty. A character that specializes gains +3 bonus ranks on the one aspect of the skill he specializes in, and–3 ranks in all other applications of the skill.
If a skill application requires a perk, a character can only specialize in that skill use if he has the appropriate perk.
You'll also note from the skill quoted above that opposed skill checks have gone the way of the dodo. In their place I'm using what I call "targeted checks", where the DC of a skill is set by another character's skill (so Bluff DC is Perception +10).