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To the Noble Born. (finished)
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<blockquote data-quote="Evilhalfling" data-source="post: 3931769" data-attributes="member: 16991"><p><strong>Houserules - modified from 4th ed teasers.</strong></p><p></p><p>Yes Persuasion is a class skill for all noble born. Commoners do not need to take it. </p><p></p><p>Acrobatics (balance, tumble)</p><p>Appraise</p><p>Athletics (Climb, Jump, Swim) </p><p>Craft (all individ)</p><p>Concentration</p><p>Deception (bluff, disguise) </p><p>Cryptomancy (Forgery, Decipher script) </p><p>Disable Device (disable device & open locks)</p><p>Gather Information (& kn Local) </p><p>Horsemanship (Ride & Handle Animal) </p><p>Heal (current rules)</p><p>Knowledge (all individ as per usual)</p><p>Perception (Listen, spot, search)</p><p>Perform (each instrument group indvid.) Bonus sing/oratory with first instrument group </p><p>Persuasion (Diplomacy, Sense motive)</p><p>Sleight of hand (& Escape artist) </p><p>Spellcraft</p><p>Stealth (hide, MS)</p><p>Survival (includes use rope)</p><p>Use Magic Device</p><p></p><p>If part of the group is a class skill, the whole thing is.</p><p></p><p>Edit </p><p>there are no skill ranks. </p><p>skills are untrained = 1/2 char level + ability modifier </p><p>Trained +5 to above </p><p>or focused (feat) + 5 to any trained skill </p><p></p><p>You start with a number of trained skills = to # skills from class + int mod + 1 if human </p><p>ie 2+ for a fighter, 6+ for a ranger. </p><p>You can only start trained with a skill if it is a class skill, otherwise it takes a feat to become trained in a skill. </p><p>Multi-classed characters get 1-2 additional trained skills, depending on the new class.</p><p></p><p><strong>Second wind rule:</strong> when your character is below half his total HP, he can regain hit points equal to 1/4 of his max hp or equal to his Con score, which is higher. This is usable once per day, as Swift Action. After the encounter anyone who used second wind is fatigued for 3 minutes, due to the adrenal shock. You can also use second wind out of combat, by resting for a full minute. In this case it does not cause fatigue. PC classes can use second wind, but NPC classes and most monsters cannot.</p><p></p><p>Common Language : Reintish.</p><p>Other languages: Crickish, elven, halfling, dwarfish, goblin, Gnoll, Ratman, Draconic, Infernal, Celestial. (there are 3 other human languages, Delish, Olavian and Imperial but this far from the coast, they won't appear) </p><p></p><p>Everyone knows Reintish, and their racial tongue, +1 per Int modifier.</p><p>Clerics know celestial, wizards know either elvish, ratman or draconic.</p><p>Sorcerers know either celestial or infernal.</p><p>Characters gain 1 new language per 3 levels.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 3931769, member: 16991"] [b]Houserules - modified from 4th ed teasers.[/b] Yes Persuasion is a class skill for all noble born. Commoners do not need to take it. Acrobatics (balance, tumble) Appraise Athletics (Climb, Jump, Swim) Craft (all individ) Concentration Deception (bluff, disguise) Cryptomancy (Forgery, Decipher script) Disable Device (disable device & open locks) Gather Information (& kn Local) Horsemanship (Ride & Handle Animal) Heal (current rules) Knowledge (all individ as per usual) Perception (Listen, spot, search) Perform (each instrument group indvid.) Bonus sing/oratory with first instrument group Persuasion (Diplomacy, Sense motive) Sleight of hand (& Escape artist) Spellcraft Stealth (hide, MS) Survival (includes use rope) Use Magic Device If part of the group is a class skill, the whole thing is. Edit there are no skill ranks. skills are untrained = 1/2 char level + ability modifier Trained +5 to above or focused (feat) + 5 to any trained skill You start with a number of trained skills = to # skills from class + int mod + 1 if human ie 2+ for a fighter, 6+ for a ranger. You can only start trained with a skill if it is a class skill, otherwise it takes a feat to become trained in a skill. Multi-classed characters get 1-2 additional trained skills, depending on the new class. [B]Second wind rule:[/B] when your character is below half his total HP, he can regain hit points equal to 1/4 of his max hp or equal to his Con score, which is higher. This is usable once per day, as Swift Action. After the encounter anyone who used second wind is fatigued for 3 minutes, due to the adrenal shock. You can also use second wind out of combat, by resting for a full minute. In this case it does not cause fatigue. PC classes can use second wind, but NPC classes and most monsters cannot. Common Language : Reintish. Other languages: Crickish, elven, halfling, dwarfish, goblin, Gnoll, Ratman, Draconic, Infernal, Celestial. (there are 3 other human languages, Delish, Olavian and Imperial but this far from the coast, they won't appear) Everyone knows Reintish, and their racial tongue, +1 per Int modifier. Clerics know celestial, wizards know either elvish, ratman or draconic. Sorcerers know either celestial or infernal. Characters gain 1 new language per 3 levels. [/QUOTE]
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