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3.0 to 3.5--the Definitive List (TM)?
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<blockquote data-quote="Plane Sailing" data-source="post: 1759625" data-attributes="member: 114"><p><strong>Skill Changes</strong></p><p></p><p>Skill Changes crib list I made myself</p><p></p><p>Alchemy</p><p>Removed, now part of craft(alchemy)</p><p>Appraise</p><p> </p><p>Balance</p><p>There are additional modifiers for quality of surface that is being balanced upon.</p><p></p><p>Bluff</p><p>Feinting in combat change – the target can add his BAB to his sense motive check to resist the feint. Delivering a secret message (innuendo) is now part of Bluff.</p><p></p><p>Climb</p><p>Additional rules for accelerated climbing, making your hand and foot holds/using pitons, catching a falling character, hauling a character up on a rope, </p><p></p><p>Concentration</p><p>Concentration checks can now be used to avoid AoO when performing certain actions in the midst of combat – disable device, heal, open lock, use rope amongst others.</p><p></p><p>Craft</p><p>Repair items for 1/5 the items price, against the normal DC. Fast crafting option – you can choose to add +10 to the DC, this enables you to make an item more quickly since it raises the multiplier. You can choose each week whether to add to the DC or not.</p><p></p><p>Decipher Script</p><p> No change</p><p></p><p>Diplomacy</p><p>Normally takes at least a minute. You can attempt rushed diplomacy to head off a disaster by taking -10 on the check.</p><p></p><p>Disable Device</p><p>No change</p><p></p><p>Disguise </p><p>No change</p><p></p><p>Escape Artist</p><p>No change</p><p></p><p>Forgery </p><p>No change</p><p></p><p>Gather Information </p><p>No change</p><p></p><p>Handle Animal</p><p>Major changes to the skill, much more detail about tricks and training “packages”</p><p></p><p>Heal</p><p>No longer get a synergy bonus for Profession(herbalist)</p><p></p><p>Hide</p><p>Clarified – you need concealment or cover in order to hide. Sniping rules (ranged attack then hide again immediately at -20), benefits from invisibility (+20, +40 if motionless), ranger special abilities in natural terrain.</p><p></p><p>Intimidate</p><p>Make an intimidate check against their level check (including their Wis bonus and any bonus on saves vs fear) in order to make their attitude temporarily friendly. You can use it in combat to make the opponent shaken for 1r. Intimidation gets bonuses or penalties depending upon the difference in size categories.</p><p></p><p>Jump</p><p>Greatly revised. Basic DC for long jump = distance. DC doubled if can’t take a run up. Basic DC for a standing jump = distance x4, doubled if can’t take a run up. Vertical reach included for jumping up and grabbing on. Rules for hopping up onto something waist height. Check modified by speed.</p><p></p><p>Knowledge ( )</p><p>A distinct list of skills is given, with examples of the areas which each covers (including creature types). Rules for using knowledge skill to know something about monsters encountered. Some sensible synergy bonuses for other skills or abilities too.</p><p></p><p>Listen</p><p>Not changed much, there is clarification that a sleeping person makes listen checks at -10 (and if successful can wake up).</p><p></p><p>Move Silently</p><p>Not changed?</p><p></p><p>Open Lock</p><p>Not changed?</p><p></p><p>Perform</p><p>Now broken down into separate groups like craft and knowledge. The chance of attracting attention is now as a result of consistent performances at a high level rather than one off rolls.</p><p></p><p>Profession</p><p></p><p>Ride</p><p></p><p>Search</p><p></p><p>Sense Motive</p><p></p><p>Sleight of Hand</p><p>Subsumes pickpocket. It adds various other sleight of hand tricks such as palming small objects. It can be used instead of Perform() to earn money. Bonuses for concealing items given. Normally a standard action, it can be a free action if you take -20.</p><p></p><p>Speak Language</p><p>No real change</p><p></p><p>Spellcraft</p><p>Largely unchanged, but you can attempt a check to determine what spell has been cast at you after you’ve rolled a saving throw – DC 25+spell level.</p><p></p><p>Spot </p><p></p><p>Survival</p><p></p><p>Swim</p><p>Now armour check and encumberance penalties are doubled rather than the old -1 per 5lbs. Giants can swim once more!</p><p></p><p>Tumble</p><p>DC’s are more difficult in difficult terrain. You can tumble for half your speed (or at full speed by taking -10). Tumbling past people has +2DC per extra person, roll individually. Tumbling through a person stops you in the square before them and gives an AoO if you fail.</p><p></p><p>Use Magic Device</p><p></p><p>Use Rope</p><p>Rules for using a grappling hook included (DC10, +2 per 10ft of height. Fail by 5 or more and it seems OK but fails while you climb)</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1759625, member: 114"] [b]Skill Changes[/b] Skill Changes crib list I made myself Alchemy Removed, now part of craft(alchemy) Appraise Balance There are additional modifiers for quality of surface that is being balanced upon. Bluff Feinting in combat change – the target can add his BAB to his sense motive check to resist the feint. Delivering a secret message (innuendo) is now part of Bluff. Climb Additional rules for accelerated climbing, making your hand and foot holds/using pitons, catching a falling character, hauling a character up on a rope, Concentration Concentration checks can now be used to avoid AoO when performing certain actions in the midst of combat – disable device, heal, open lock, use rope amongst others. Craft Repair items for 1/5 the items price, against the normal DC. Fast crafting option – you can choose to add +10 to the DC, this enables you to make an item more quickly since it raises the multiplier. You can choose each week whether to add to the DC or not. Decipher Script No change Diplomacy Normally takes at least a minute. You can attempt rushed diplomacy to head off a disaster by taking -10 on the check. Disable Device No change Disguise No change Escape Artist No change Forgery No change Gather Information No change Handle Animal Major changes to the skill, much more detail about tricks and training “packages” Heal No longer get a synergy bonus for Profession(herbalist) Hide Clarified – you need concealment or cover in order to hide. Sniping rules (ranged attack then hide again immediately at -20), benefits from invisibility (+20, +40 if motionless), ranger special abilities in natural terrain. Intimidate Make an intimidate check against their level check (including their Wis bonus and any bonus on saves vs fear) in order to make their attitude temporarily friendly. You can use it in combat to make the opponent shaken for 1r. Intimidation gets bonuses or penalties depending upon the difference in size categories. Jump Greatly revised. Basic DC for long jump = distance. DC doubled if can’t take a run up. Basic DC for a standing jump = distance x4, doubled if can’t take a run up. Vertical reach included for jumping up and grabbing on. Rules for hopping up onto something waist height. Check modified by speed. Knowledge ( ) A distinct list of skills is given, with examples of the areas which each covers (including creature types). Rules for using knowledge skill to know something about monsters encountered. Some sensible synergy bonuses for other skills or abilities too. Listen Not changed much, there is clarification that a sleeping person makes listen checks at -10 (and if successful can wake up). Move Silently Not changed? Open Lock Not changed? Perform Now broken down into separate groups like craft and knowledge. The chance of attracting attention is now as a result of consistent performances at a high level rather than one off rolls. Profession Ride Search Sense Motive Sleight of Hand Subsumes pickpocket. It adds various other sleight of hand tricks such as palming small objects. It can be used instead of Perform() to earn money. Bonuses for concealing items given. Normally a standard action, it can be a free action if you take -20. Speak Language No real change Spellcraft Largely unchanged, but you can attempt a check to determine what spell has been cast at you after you’ve rolled a saving throw – DC 25+spell level. Spot Survival Swim Now armour check and encumberance penalties are doubled rather than the old -1 per 5lbs. Giants can swim once more! Tumble DC’s are more difficult in difficult terrain. You can tumble for half your speed (or at full speed by taking -10). Tumbling past people has +2DC per extra person, roll individually. Tumbling through a person stops you in the square before them and gives an AoO if you fail. Use Magic Device Use Rope Rules for using a grappling hook included (DC10, +2 per 10ft of height. Fail by 5 or more and it seems OK but fails while you climb) [/QUOTE]
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