Pseudo skills
Saeviomagy said:
You fall into a coma from being ugly??
Ya I know, but I had to have it fit in as an Ability Score. Can Appearance be an ability?
Here's the Pseudo-skills (and yes, no ranks in spot or listen)
PSEUDO-SKILLS
Some skills a character has are innate, such as sight or hearing. Any creature that has eyes or ears or can feel vibrations in the earth can use these to sense danger. All characters have pseudo-skills, but they do not put skill points into them and they only changed through Feats, Magic or key ability score changes. They are always trained, at zero (0) ranks.
FEEL (VIBRATIONS) (PER; PSEUDO-SKILL)
Use this skill to feel unseen movement across the floor or through the air near you.
Check: The Feel skill is used in place of a Listen or Spot check to notice someone sneaking up on you or just passing nearby. It includes the possibility that the floor will vibrate, informing you of the presence of someone walking or running nearby. It also includes the possibility that the air will move around you, warning you of creatures moving in the air.
The DM will most likely roll Feel checks for you since the range is so short on a check.
Sense Movement
DC Condition
0 Sense a medium-sized creature step near you (within 5 feet) on a wooden platform.
5 Sense a medium-sized creature step near you (within 5 feet) on natural dirt.
10 Sense a medium-sized creature step near you (within 5 feet) on a stone floor.
DC Modifiers
-5 Reader has his ear to the ground.
-5 Creature is running.
-5 Per increase in the size of the creature above.
+1 Per foot beyond 5 feet from the reader. (For creatures lacking the tremorsense special ability.)
+1 Per 10 feet beyond 5 feet from the reader. (For creatures with the tremorsense special ability.)
+5 If reader is wearing shoes.
+5 Per decrease in the size of the creature above.
+10 If reader is wearing hard, thick shoes. (Not cumulative with the previous condition.)
Retry: You can make a Feel check every time you have a chance to sense movement around you in a reactive manner.
As a full round action, you may try to read something you previously failed to read.
Special: In some cases, a Listen check is more appropriate than a Feel check.
If you have 5 or more ranks in Feel, you gain a +2 synergy bonus on Disable Device checks against mechanical devices with moving parts.
If you have 5 or more ranks in Feel, you gain a +2 synergy bonus on Listen checks against Move Silently attempts.
LISTEN (PER; PSEUDO-SKILL)
Check: Your Listen check is either made against a DC that reflects how quiet the noise is that you might hear, or it is opposed by your target’s Move Silently check.
Listen DC Sound
-10 A battle
0 People talking1
5 A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.
10 An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise
15 A 1st-level rogue using Move Silently to sneak past the listener
15 People whispering1
20 A cat stalking
30 An owl gliding in for a kill
1 If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language.
Listen DC Modifier Condition
+5 Through a door
+15 Through a stone wall
+1 Per 10 feet of distance
+5 Listener distracted
In the case of people trying to be quiet, the DCs given on the table could be replaced by Move Silently checks, in which case the indicated DC would be their average check result.
Action: Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action.
Try Again: Yes. You can try to hear something that you failed to hear previously with no penalty.
Special: When several characters are listening to the same thing, a single 1d20 roll can be used for all the individuals’ Listen checks.
A fascinated creature takes a -4 penalty on Listen checks made as reactions.
If you have the Alertness feat, you get a +2 bonus on Listen checks.
A ranger gains a bonus on Listen checks when using this skill against a favored enemy.
An elf, gnome, or halfling has a +2 racial bonus on Listen checks.
A half-elf has a +1 racial bonus on Listen checks..
A sleeping character may make Listen checks at a -10 penalty. A successful check awakens the sleeper.
SMELL (PER; PSEUDO-SKILL)
Use this skill to discern different scents.
Check: Make a Smell check against a DC that indicates how powerful an odor is. Smell should be used to search for objects characterized by their odor in place of Search checks, at your option.
The DM may make the Smell check so that you will not know whether not smelling anything indicates the absence of a smell or just you rolled low.
DC Smell
0 Spoiled food or a corpse at least 24 hours old.
5 The smell of a humanoid that has not bathed in a week or a humanoid wearing heavy perfume.
10 Notice a normal scent in normal conditions: fresh baked bread in dining hall, walking past a privy
15 Identify a type of humanoid, animal or beast by scent.
20 A faint odor surrounded by a pungent odor. (A rose in a garbage can.)
25 Identify a specific humanoid, animal or beast by scent.
30 Detect poison in a plate of prepared food. (You must specifically sniff for it, 40 DC to casually notice)
DC Modifiers
-5 You are downwind from the source of the odor.
+1 Per foot separating you from the source of the odor. (If you lack the scent special ability.)
+1 Per 10 feet separating you from the source of the odor. (If you have the scent special ability.)
+2 Odor is on the other side of a standard door.
+2 Attempting to distinguish between very similar substances.
+5 Odor is on the other side of a wooden wall.
+5 You are upwind from the source of the odor.
+10 During a gust of wind spell or during Strong winds.
Retry: You can make a Smell check every time you have a chance to notice an odor around you, in a reactive manner. As a full round action, you may try to sniff something you previously failed to smell.
Special: A ranger gains a bonus on Sniff checks when using this skill against a favored enemy.
You may use Sniff in place of Spot when attempting to penetrate a disguise, or you may gain a +2 synergy bonus to your Spot check when penetrating a disguise if you have 5 or more ranks in sniff. This presumes that you have sniffed the target of the imposter's disguise before encountering the impersonator.
Having 5 or more ranks in Sniff gives you a +2 synergy bonus with Alchemy checks and to Wilderness Lore checks involving tracking.
If you have 5 or more ranks in Sniff, you gain a +2 synergy bonus with Spot checks made against Hide checks involving a target with a peculiar odor.
SPOT (PER; PSEUDO-SKILL)
Check: The Spot skill is used primarily to detect characters or creatures that are hiding. Typically, your Spot check is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it.
A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can’t actually see it.
Spot is also used to detect someone in disguise (see the Disguise skill).
Spot checks may be called for to determine the distance at which an encounter begins. A penalty applies on such checks, depending on the distance between the two individuals or groups, and an additional penalty may apply if the character making the Spot check is distracted (not concentrating on being observant).
Condition Penalty
Per 10 feet of distance -1
Spotter distracted -5
Action: Varies. Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action. Trying to spot something you failed to see previously is a move action.
Try Again: Yes. You can try to spot something that you failed to see previously at no penalty.
Special: A fascinated creature takes a -4 penalty on Spot checks made as reactions.
If you have the Alertness feat, you get a +2 bonus on Spot checks.
A ranger gains a bonus on Spot checks when using this skill against a favored enemy.
An elf has a +2 racial bonus on Spot checks.
A half-elf has a +1 racial bonus on Spot checks.
The master of a hawk familiar gains a +3 bonus on Spot checks in daylight or other lighted areas.
The master of an owl familiar gains a +3 bonus on Spot checks in shadowy or other darkened areas.
TASTE (PER; PSEUDO-SKILL)
Use this skill to discern different flavors.
Check: Make a Taste check against a DC that indicates how powerful a flavor is. Taste should be used to identify or distinguish substances.
The DM may make the Smell check so that you will not know whether not smelling anything indicates the absence of a smell or just you rolled low.
DC Smell
5 Overwhelming flavor.
10 Common foods and beverages.
15 Uncommon foods or beverages.
20 Common poisons.
25 Rare substances.
30 Potions, rare poisons. (You must specifically taste for poisons, 40 DC to casually notice)
Retry: You can make a Taste check every time you have a chance to notice a flavor in something you are ingesting, in a reactive manner. As a full round action, you may try to taste something you previously failed to discern.
Special: Halflings gain a +2 bonus on any taste check.
Use of the taste skill does not require swallowing, so it can be used to detect poisons without ill effects.
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I also need to add FEEL (TOUCH), I just haven't got around to it. As you may note, most of these modified versions from several different OGL products or the SRD.